Introduction Character Creation Vocations Skills and Feats Outfitting Rules of the West Shooting, Knife-fighting and Brawling Luck Horses Wildlife The Western Town Just Plain Folk Native Americans Rogues Gallery Games Mastering Western Adventuring Tables Index Character Sheet Licence

his is a game about the American West. Some of the book is about how it was, and some is about how it is remembered. It is up to the players and Games Master to find their own version of the West, finding their own trail between truth and legend. If the players want a historically accurate game where miles are miles, events occur as they truly did, and death comes more often from disease than a bullet, then they will find the tools they need in this book. Alternatively, if the players want a game inspired by movies and dime novels, where the history is just a painted backdrop and heroes ride high in the saddle, then they too will find their desires catered for within. The characters may be counted among those who build America, who drove the railroad across the continent and built the Western states. They may be soldiers who fight at the famous battles of the West, or adventurers who blaze the trails through the wilderness. They can be statesmen or scoundrels, outlaws or lawmen, the quick or the dead. They will either become part of the legend, or die in some godforsaken hot and dusty place and be forgotten.

1803: President Thomas Jefferson completes the Louisiana Purchase, doubling the size of the country. The Lewis & Clark expedition is sent out to explore the new reaches of the United States. 1811: The first steamboat to travel the Mississippi, the New Orleans, takes to the river. 1813: The Creek wars pit settler against native in Alabama. 1819: The United States purchases the Spanish territories in Florida after General Jackson conquers them. 1822: First fur-trapping expeditions up the Missouri. 1825: The Creek nation cedes its remaining territory to the United States. 1827: The Winnebago nation is defeated. 1828: The Cherokee cedes its lands in Arkansas Territory, and migrate west of the Mississippi. 1832: All territory west of the Mississippi is declared by Congress as Indian Territory. 1836: The Republic of Texas secedes from Mexico. The

A Timeline of the West

following war includes the infamous battle of the Alamo. 1837: Following the imprisonment of their leaders, the Seminole nation is defeated. 1838: 18,000 Cherokee are driven from Georgia to the lands west of the Mississippi. One in four die along the ‘Trail of Tears’. 1842: The Oregon trail, a route west from Independence, Missouri to Fort Vancouver, Washington is begun. 1844: The telegraph is introduced to the United States. 1845: The concept of Manifest Destiny is invented – it is God’s will that the United States should rule North America. 1846-1848: The United States clashes with Mexico over Texas, which wishes to join the Union. Meanwhile, in California, the Bear Flag Revolt takes control of the region from Mexico and gives it to the Americans. Mexico’s surrender includes concessions of land in California and Texas. 1849: Soon after the United States gains control of California, gold is found in the South Fork of the American river. The news sparks a gold rush, and thousands move west to seek their fortune. They are referred to as ‘49ers. 1852: Wells, Fargo & Company stagecoach and banking company formed. 1858: Silver strikes in Nevada; gold strikes in Colorado. 1860-1865: The Civil War. The Union battles the Confederates over state’s rights and abolition. Many troops are pulled from the western forts, leading to a general period of lawlessness and chaos on the frontier. 1865: President Abraham Lincoln is assassinated. 1866: The Sioux under Red Cloud ambush eighty soldiers commanded by Captain Fetterman. The battle is known as the Fetterman Massacre. 1867: Alaska is purchased for seven million dollars. 1867: Joseph McCoy runs the first great cattle drive. Instead of selling meat in the depressed southern markets, he drives his herds north to the town of Abilene, where they are loaded onto the railroads and shipped to the rich slaughterhouses of Chicago. 1868: Colonel Armstrong leads the Seventh Cavalry on an attack on the Cheyenne village of Washita. 1869: The railroads from west and east meet, forming a single railroad that crosses the continent. 1872: Dodge City founded. 1874: Gold is discovered in the sacred Black Hills in Montana, at the heart of Indian territory.

2
Steve Hunting (order #3510822)

2

1875-1876: The Sioux fight a war to defend the Black Hills from encroaching miners. The Seventh Cavalry under Custer loses a battle to Sitting Bull and Crazy Horse at the Little Big Horn. Despite this victory, the Indians are outnumbered and outgunned. They are attacked at winter camps, starved out, and forced to surrender. 1877: Chief Joseph of the Nez Perces tribe surrenders after a thousand-mile fight against invaders, during which he outmanoeuvres a superior force several times. 1881: Sitting Bull emerges from hiding and surrenders. 1881: The gunfight at the OK Corral. 1881: Billy the Kid is shot by Pat Garrett. 1882: Jesse James is shot dead. 1886: Geronimo of the Apaches surrenders after a fifteenyear war with the Union. 1887: The Great Blizzard in Montana causes the Great Die-Up, wiping out vast number of cattle. 1889: The territory of what would become Oklahoma is given up, to be claimed as farmland. 1889-1890: The Ghost Dance religion, preached by the Paiute named Wovoka, claims that the land will soon be restored to the Indians. It causes widespread unrest in the reservations. 1890: Sitting Bull is killed while being arrested. Chief Big Foot of the Sioux attempts to move his followers to avoid military retribution. They are intercepted at Wounded Knee Creek by the Seventh Cavalry, and almost half the Sioux present are killed.

The classic period of the West made famous by movies, books and legends was from the 1850s to the 1870s. Before the California gold rush, the West was relatively thinly settled and unexplored. By the 1880s, railroads and barbed wire had tied down the frontier and ended the days of cattle drives and wild cattle towns.

The basic system used in OGL Wild West is fundamentally identical to that used in the other Core books from Mongoose Publishing. The skills and feats are similar, as is the combat and task resolution systems. If you are familiar with other games using the same system, the rest of this chapter can be safely skipped.

The Wild West and OGL Games

When a gang of bandits throw down on you, they may hit or they may miss wildly. In a movie, their success or failure would be part of the script. In a roleplaying game, this is determined by random chance based on the skill of the bandit in question. Since there is a variable involved, dice become a necessary part of the roleplaying medium. When a person goes to a shooting range, the variance of his shots is mostly based on their skills but can also be influenced by luck, timing, and a thousand other factors. These are summed up by rolling a d20 (that is, a 20 sided die) with a high number representing most of the factors aligning in a favourable way and a low number meaning the opposite. Dice are used to determine success when using your character’s skills, when deciding how enduring or intelligent he might be, and when you absolutely, positively need to put a bullet in someone and keep it there.

Dice in roleplaying games go by a series of shorthand codes that are very easily to learn but look confusing at first glance. A four-sided die (the singular form of dice) is also called a d4. (The ‘d’ stands for dice.) In this book, dice will be referred to by this code preceded by the number of them needed for any given roll required by the rules. For example, if a deranged miner Burke Talbot wants to throw a bundle of dynamite at an approaching band of lawmen, he would need to succeed at an attack roll and his soon to be piecemeal victims would need to roll Reflex saving throws on 1d20. (Do not despair; terminology like attack roll and Reflex saving throws will be explained soon.) If this d20 check is successful, the investigators would only take half damage when the dynamite detonated.

On The Naming of Dice

3
Steve Hunting (order #3510822)

2

Contested actions make up the largest part of the rule mechanics for combat and skills in this book. the values of the rolls are always added together. they stack in a specific way.
Actions
4
Steve Hunting (order #3510822)
2
. require a roll (also called a ‘check’) or simply declare failure. multiply the result. If you were to roll a 4 and then a 2. the second roll is for the ‘ones’ digit. 30 and so on) stamped on each of its faces to make this easier. This is also called a percentile roll in roleplaying parlance. but such dice are certainly not necessary. If that same character had just been run over by a stagecoach after staggering out of a saloon blind drunk. two 0s count as the number 100. Multipliers apply to every numeric modifier and the basic dice involved in the roll but not to additional dice added as a modifier to the roll. Actions come in different types and have different rules attached to them. To do this. The first roll is for the ‘tens’ digit.introduction
The exploding dynamite might deal 10d6 points of damage. When multiple dice are indicated by this shorthand code. Out of 10d6. note the number. from waking up and putting on his socks to filling a band of miscreants full of hot lead. you have all the tools you need to begin playing. it might be a different story. then roll it again nine more times and add the results to the first roll. something they can normally do everyday with no special skill or talent required. a player can get a range of numbers from 10 (all ten dice roll a 1) to 60 (every die rolls a 6). or abilities. a character is allowed to tie his shoes without needing to make a die roll for success. is an action. These are listed as ‘x2’ or some other multiplication value. instead of adding a set number or an addition die or dice to a roll. The 10d6 means Talbot’s player would roll one six-sided die. the result is a contested roll. Rounds of play usually consist of the Games Master (the person guiding the story and the action of a game) asking questions and describing scenes and players suggesting actions their characters wish to take in response to these descriptions. Simple actions are things that do not require rolls except in the most adverse of conditions.
Everything a character wishes to do. are another kind of contested roll. Saving throws. which are a special type of check made to see if a character can escape the effects of something adverse. Whenever a character needs to make a simple action. 20. When rolling a percentile. Multipliers can stack but regardless of their values.
Certain modifications to dice rolls exist within the rules that. skills. Contested checks are never guaranteed and even the most masterful of sharpshooters can miss his mark once in a while. that generates the number 42. Some dice sets have a special d10 with a two-digit number (10. Under normal circumstances. the highest value multiplier is kept and every addition multiplier increases the first one’s value by 1.
Multipliers
Once you have a character and some dice. like in the example just given. also called a d%. Everything that a character does what might have a chance of failing because of the actions of someone else. When a check or value has two or more multipliers. the Games Master will generally simply declare success or. roll a d10 twice. One last dice note concerned the idea of a d100.

generally has a modifier ranging from –5 to +5. Ability score modifiers can range higher than +5. A positive modifier is called a bonus. A roll that is lower than the given DC for an action fails. To determine if a character.
Ability Modifiers
Score 1 2–3 4–5 6–7 8–9 10–11 12–13 14–15 16–17 18–19 20–21 22–23 24–25 26–27 28–29 30–31 32–33 34–35 36–37 38–39 40–41 42–43 44–45 Etc… Modifier –5 –4 –3 –2 –1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17
5
Steve Hunting (order #3510822)
2
. be it a player character or one controlled by the Games Master. a character will have a positive value of some kind in each of the six scores. do this: • • • Roll a d20 Add any relevant modifiers Compare the result to a target number
The Core Mechanic
Every character in a d20 game has six basic abilities. The modifier is the number you apply to the die roll when your character tries to do something related to that ability. Though it is often a convention with games running the d20 rules to allow all rolls of 20 on a d20 to be an automatic success. indicating some development (or lack thereof ) in that area. that a character must roll or higher to succeed.
Ability Modifiers
A term used during contested rolls is DC. In most cases. On the surface. that is where characters come in. The Ability Modifiers table shows the modifier for each score. just as with a ‘natural’ 20) is not an automatic failure. Any attempted action that has some chance of failure can be handled by rolling a twenty-sided die (d20). Each one represents some aspect of that character’s mental or physical prowess. no matter how high the DC might be.
Each ability. These modifiers can theoretically make ay check possible. the character fails. You also use the modifier with some numbers that are not die rolls. plus or minus modifiers. The d20 is the most common type of die rolled during an average gaming session. short for Difficulty Class. If the result is lower than the target number. making it crucial to the system and the single most important die for any player to own. a roll of 1 (called a ‘natural’ 1 because it is the actual result on the die roll. but they cannot go lower than -5 because the status of a creature or object changes when its ability scores drop to 0. keep this simple piece of advice in mind. this is not always the case. after changes made because of age or other campaign factors. Instances in the rules where a natural 1 or 20 indicate automatic success or failure will be clearly marked in the text of the rules themselves. this is correct. By the same token. succeeds at a task.
Ability Scores
If the result equals or exceeds the target number. See below for further details. Characters and the skills and abilities they gain come with modifiers that are added to or subtracted from certain kinds of checks. and a negative modifier is called a penalty.When in doubt about how to resolve any given action. The DC of a contested check is the number a d20 check. the character succeeds. Astute players may have realised at this point that if contested checks have to beat a listed DC and they are all made using a single d20 then actions with a DC of 21 are impossible.

but not a bonus. pistols and rifles.
D e x t e r i t y ( D EX)
•
An animal has an Intelligence score of 1 or 2. provided that the character can react to the attack. Repair and Search checks. common sense. and Use Rope checks. Knowledge. Ride. making them a very important part of the character’s description. (Exceptions: Off-hand attacks receive only one-half the character’s Strength bonus.
Intelligence determines how well your character learns and reasons. Fortitude saving throws. Escape. agility. a character always gains at least 1 hit point each time he advances in level). You apply your character’s Dexterity modifier to: • Ranged attack rolls. Balance. and other ranged weapons. These are the skills that have Dexterity as their key ability. Strength checks (for breaking down doors and the like). and intuition.
Intelligence (INT)
• •
Dexterity measures hand-eye coordination. the character’s hit points also increase or decrease accordingly. If you want your character to have acute senses. for avoiding explosions and other attacks that you can escape by moving quickly. Disable Device. including those for attacks made with bows. but they do provide the framework around which skills and d20 checks are typically made.
6
Steve Hunting (order #3510822)
2
.) Craft.
Constitution (CON)
Strength measures your character’s muscle and physical power. Damage rolls when using a melee weapon or a thrown weapon (including a sling). You apply your character’s Wisdom modifier to:
Wisdom (WIS)
•
•
Will saving throws (for negating the effect of mindaltering phenomena). These are the skills that have Intelligence as their key ability. Concentration checks. reflexes. applies to attacks made with a bow that is not a composite bow. Jump. and Swim checks.) Climb.
• •
Wisdom describes a character’s willpower. While Intelligence represents one’s ability to analyse information. put a high score in Wisdom. so the ability is important for all classes. perception. A Constitution bonus increases a character’s hit points. You apply your character’s Strength modifier to: • • Melee attack rolls. (But your character always gets at least 1 skill point per level. Concentration is a skill that has Constitution as its key ability.
S t r e n g t h ( S T R)
• •
If a character’s Constitution score changes enough to alter his Constitution modifier. Defence. while two-handed attacks receive one and a half times the Strength bonus.
The Abilities
Constitution represents your character’s health and stamina.that is. Every creature has a Wisdom score. Sleight of Hand. These are the skills that have Strength as their key ability. for resisting poison and similar threats. and balance. Reflex saving throws. A creature of humanlike intelligence has a score of at least 3. Hide. Abilities are not the sum total of a character’s personality or capabilities. Strength also limits the amount of equipment your character can carry. Forgery. A Strength penalty. Wisdom represents being in tune with and aware of one’s surroundings. It is important for any character who wants to have a wide assortment of skills. You apply your character’s Constitution modifier to: • Each roll of a Hit Die (though a penalty can never drop a result below 1 . Tumble. Open Lock.Introduction
Each ability partially describes your character and affects some of his actions. Move Silently. You apply your character’s Intelligence modifier to: • The number of skill points gained each level. Decipher Script.

coma-like stupor. He lies helpless on the ground. Checks that represent attempts to influence others. Sense Motive. though some effects can restore even those lost ability score points. He stands motionless. Intimidate. is permanent. Charisma 0 means that the character is withdrawn into a catatonic.
Various attacks cause ability score loss.
While any loss is debilitating.
Charisma (CHA)
• •
•
When an ability score changes. personal magnetism. persuasiveness. This ability represents actual strength of personality.
Charisma measures a character’s force of personality. Spot. all attributes associated with that score change accordingly. Diplomacy. and certain chemical or mechanical effects offset ability damage as well. Intelligence 0 means that the character cannot think and is unconscious in a coma-like stupor. and helpless. either ability damage or ability drain. rigid. Gather Information. helpless.
Ability Score Loss
7
Steve Hunting (order #3510822)
2
. nor are skill points lost if Intelligence is lowered for any reason. Disguise. Most of these changes are also retroactive. helpless. Points lost to ability damage return at the rate of 1 point per day (or double that if the character gets complete bed rest) to each damaged ability. A character does not retroactively get additional skill points for previous levels if he increases his intelligence. One important exception to this retroactive rule regards Intelligence. These are the skills that have Wisdom as their key ability. These are the skills that have Charisma as their key ability. ability to lead and physical attractiveness. helpless. a character receives or loses additional hit points for previous levels if an increase or decrease in Constitution occurs. Constitution 0 means that the character is dead. and Perform checks. not merely how one is perceived by others in a social setting. Ability drain. • • • • Strength 0 means that the character cannot move at all. Dexterity 0 means that the character cannot move at all. losing all points in an ability score can be devastating.•
Listen. Wisdom 0 means that the character is withdrawn into a deep sleep filled with nightmares. Every creature has a Charisma score. Profession. Survival and Treat Injury checks. however. Handle Animal. You apply your character’s Charisma modifier to: • Bluff.

wounding his killer in the side.’ he said to Death. ‘Me or them?’ he asked. riding along beside him. then he glanced over his shoulder. he’d been shot before. but there were still four shots left in the chambers. He took out his sidearm. And he could swear that Death rode forward with him. And on the third day. At first. I shot that fat man in Dodge in the face. or even a popular man. ‘cos you could come for me right quick when I die. *** The posse left Dodge a day after Big Bob had been shot.Introduction
Keeping track of negative ability score points is never necessary. A character’s ability score cannot drop below 0. He was being followed. he’d started to talk to Death. His shirt was matted with blood and tangled with the punctured skin of his flank.
He had been riding with Death with three days now. This was different. Some effects and abilities impose an effective ability score reduction. and tracked him for two days. Dodge was a wild city in those days. and every breath send spikes of pain shooting through him. ever since leaving Dodge. he’d put it down to pain from the bullet in his side.
If a character’s Constitution score drops. They cut sign of the killer two miles outside Dodge. Having a score of 0 in an ability is different from having no ability score whatsoever. but Death did not reply. The posse couldn’t have more than six or seven men in it. On the second day. *** ‘The way I figure it. ‘is that you’re a fast rider. He turned his horse’s head towards the dust cloud and spurred it forwards. Big Bob had not been a good man. One bullet for Bob was gone. ‘You’re waiting for something. he could see that pale horse and skeletal rider. but he deserved better than what he got.’ They rode in silence for a while. Still. and the ability score immediately returns to its former value. Any such reduction disappears at the end of the effect or ability’s duration. His other gun was fully loaded. Death’s horse left no prints in the dirt. A hit point score cannot be reduced by Constitution damage or drain to less than 1 hit point per Hit Die. which is different from ability score loss. He had seen it dimly on the first day. he had seen Death clearly. But now you’re here with me. and putting down Bob’s killer like a rabid dog was their version of a memorial. then he loses 1 hit point per Hit Die for every point by which his Constitution modifier drops. A cloud of dust was rising a few miles behind him. so you must have rode hard to catch up. You don’t need to stick with me.
8
Steve Hunting (order #3510822)
2
. surely. Bob had given his own eulogy with his last bullet. Though the heat haze rising from the hot ground. but he had ignored it. and you must’ve been there to take him.

as long as each one has some little quirk or dark secret in his background to give him his own unique edge. if the game is using 10th level characters. As a rule of thumb:
Co n c e p t
Character Generation Checklist
Come up with a concept Determine ability scores Choose a character class Choose a vocation Select skills and feats Finishing touches
Each character has six ability scores. Before the player begins. Everyone has heard of them… or fears them. calculate skill ranks. he should take some time to consider his character’s concept and story and to consult with the Games Master and the other players to make sure the character works with those of everyone else. Beginning scores range from 3 to 18. Having a gang of taciturn nameless gunfighters is fine. you are not going to be the fastest gun in the West. then that fastest gun line does not seem quite so out of place. Strength.
Ability Scores
9
Steve Hunting (order #3510822)
2
. but competent – they have learned to cope with life on the frontier and have doubtless endured tragedy and hardship in their lives. Such heroes have inhuman degrees of speed and skill. pick abilities and so on. if not the best in the West at whatever he does. 10th to 12th level characters are famous. It is assumed that the characters will begin at 1st level. or is he just looking to get rich on the frontier? Is he meaner than a rattlesnake. or an upright and God-fearing citizen of the Union? Young or old? White or Black or Red or Yellow? What is his name? Talk with the Games Master about how tough and experienced the character is supposed to be. Three or four lines is enough to for most characters – many people went West to leave their pasts behind. or have never been challenged or endangered before. Give some thought to the character’s background. of course. 7th to 9th level characters have made a name for themselves. You can aspire to that title. Intelligence. Dexterity. Make sure that your character has something to distinguish himself from the other player characters. but the Games Master is free to change this. although there is no need to lavish vast amounts of time and research on this. There are three methods to determine a character’s ability scores – the Games Master can either let the players pick their favourite method or just specify which one is used in his game. They are tough and skilled enough to deal with almost anything. and maybe even live long enough and gain enough levels to claim it. At this level. the character is legendary. though.
Who is the character? A grizzled veteran. Stories and rumours flock around them like buzzards over a wounded buffalo. 4th to 6th level characters are average. If you are playing in a game with a 3rd level character. On the other hand. Constitution.C
Character Creation
1st to 3rd level characters are weak and inexperienced – they are either fairly young. Wisdom and Charisma. the character is one of the best.
reating a hero for OGL Wild West requires only a few minutes to assign ability scores. or a greenhorn just off the train from the east? A cowboy or a soldier? Is he looking to settle out here. Above 12th level. but a little unfinished business can give the Games Master some plot hooks to work with.

It was a time when determination and sheer grit counted for far more than training. at first level. he is really defined by his character class. a character’s hit points are equal to his Constitution score plus the bonus hit point value for his class. There are six character classes –
Character Classes
Roll 4d6 six times. or shot a man whose brother has sworn revenge. then a rancher. If you wanted to have a character of average agility and speed.Character Creation
Most people have left problems behind them. For example. This is basically shorthand for what sort of hero the character is. Every class uses certain similar terminology. as a character can have multiple pieces of Unfinished Business. keep the following terms in mind. then maybe even win the respect of his neighbours and become a sheriff.
S t a n d a r d S c o res
A character’s hit points measure how much damage he can sustain before dying. 10 and 8. taking a Strength of 3 would give you another 5 points with which to buy other abilities. If the roll is less than the character’s level. then allocate each result to a particular ability score. You may not drop a score below 3 without the approval of the Games Master.
Finally. 14. So. 3. a man was expected to be able to turn his hand to anything – a man might start out trying to make his fortune by mining. When creating a player character that is above 3rd level. usually determined by their best ability score (but not always. gaining one point for every ability point deducted. you drop one of the low threes. You may also drop scores below 8. while at every other level. then the character has some piece of Unfinished Business. or merely owes money to some gambler back in Dodge. The player should consult with the Games Master as to the nature of this business – perhaps the character left the girl he loved behind. then a castle rustler. Players are free to choose any class for their first level and may make any choice for levels beyond 1st. For example. and the costs to increase a score are given below. See the rules for Multiclassed Characters at the end of this chapter. You have 25 points to spend on ability scores. then become an outlaw. 4 and 5. Total each roll. you may also just take a set package of ability scores and assign them as you see fit. while a character does have one or more careers (see below). Therefore. His Constitution modifier is applied to these bonus hit points after first level. 12.
R a n d o m G e n e r a tion
• • • • • •
The Strong Hero The Fast Hero The Tough Hero The Smart Hero The Dedicated Hero The Charismatic Hero
Instead of rolling dice. Each score starts at 8. total the result (12) and assign it to one of your ability scores. When reading about the capabilities of each class.
Hit Point Bonus
10
Steve Hunting (order #3510822)
2
.
P l a n n e d G e n e r ation
Planned Generation
Score 8 9 10 11 12 13 Cost 0 1 2 3 4 5 Score 14 15 16 17 18 Cost 6 8 10 13 16
Each class has ten levels and beginning characters possess one level of one of them. but at each level. dropping the lowest scoring dice from each roll. as some characters choose a low score to augment with the capabilities of their chosen class). 13. he gains hit points equal to his Constitution modifier plus the bonus hit point value for his class. the player should roll 1d8 for every level after 3rd.
U n f i n i s h e d B u s i ness
In the West. Roll once for each level after third. if you get a 4d6 roll of 3. you may select the scores you want. This standard package is 15. he gets bonus hit points from his character class. then assign the 12 to his Dexterity score. The character’s initial hit points are equal to his Constitution score.

add the base attack bonuses for each class together to determine the character’s base attack bonus. Class Features: Level-dependent class features.
Class Table
•
Check the table for your character’s class. For these purposes. only the base attack bonus counts.
Starting Feats
This table details how a character improves as he attains higher levels in the class. add the base defence for each class to determine the character’s base defence.
Check the table for your character’s class. he is entitled to make an extra attack at a +1 base attack bonus. A 1st level character starts with 4 times the number of skill points he receives upon attaining each level beyond 1st. other feats. add the base save bonuses for each class to determine the character’s base save bonuses. Fort Save: The base save bonus for Fortitude saving throws. The character’s Constitution modifier also applies. and Will. When a character’s base attack bonus reaches +6. he adds his Dexterity modifier. This third factor depends on the character’s class and level. The character’s Wisdom modifier also applies. If a feat chosen at this time has a prerequisite. A character’s Intelligence modifier is applied to determine the total skill points gained each level (but always at least 1 point per level. each representing a different factor: a random element (the number you roll on the d20). he does not gain an additional attack. the attack rate with a firearm is dictated by the type of firearm. • • • Level: The character’s level in the class. A character only gets these extra attacks when using a melee weapon or certain ranged weapons.)
Base Attack Bonus
The feats gained at 1st level in the class. if the character’s attack bonus reaches +6 or higher because of modifiers. It lists the base saving throw bonuses for the three types of saves: Fortitude. (See the Multiclass Characters section for an example. Numbers after a slash indicate additional attacks at reduced bonuses: ‘+12/+7/+2’ means that a character of this level makes three attacks per round.This section of a class description provides a list of class skills and also gives the number of skill points the character starts with at 1st level and the number of skill points gained each level thereafter. Reflex. and +2 for the third. However. If a character has more than one class. +7 for the second. talents. On an attack roll. Use the bonuses that correspond to the character’s level. each explained in the section that follows. Base Attack Bonus: The character’s base attack bonus and number of attacks. even for a character with an Intelligence penalty). Use the bonus that corresponds to the character’s level.)
Defence
11
Steve Hunting (order #3510822)
2
. a 6th-level Fast Hero has a base attack bonus of +4. page XX. It includes the following information. A character can also buy skills from other classes’ skill lists. Even if this increases his attack bonus to +6 or higher. with a base attack bonus of +12 for the first attack. The maximum ranks a character can have in a class skill is the character’s level +3. The character’s Dexterity modifier also applies. When using a pistol or other ranged weapon. a number
Class and Level Bonuses
Check the table for your character’s class. (See the Multiclass Characters section for an example. and a bonus representing the character’s experience and training. Ability modifiers apply to all these attacks. and/or skills available to the character at 1st level. Each skill point buys a half rank in these cross-class skills. It lists the base defence bonus for your class. apply the number from the Base Attack Bonus column to the d20 die roll. (See Combat. the character does not get this extra attack. Ref Save: The base save bonus for Reflex saving throws.) Use the bonus that corresponds to the character’s level. For example. Each class table summarises the figures for this third factor. If a character has more than one class.
Class Skills
representing the character’s innate abilities (the ability modifier).)
Base Save Bonuses
•
•
An attack roll or a saving throw is a combination of three numbers. If a character has more than one class. it must be met by the statistics. Will Save: The base save bonus for Will saving throws. This number is added onto your Dexterity modifier and other values to calculate your Defence Value. (See the Multiclass Characters section for an example. and a character can only buy up to half the maximum ranks of a class skill.

12th. at 1st level. one more at 3rd level.5 8 8. 15th and 18th level. At 8th level. 12th. any number listed with a skill is the number of true ranks before any statistic or other modifiers. and one more at every 3rd level thereafter). a 3rd level Charismatic Hero/1st level Strong Hero is a 4th level character and eligible for her first ability score boost. Characters may use available feat selections to take talents they qualify for.e. For example. including bonus feats and unique talents that are gained as a character attains higher levels in the class. feats and ability score increases are gained according to character level.Level Dependant Benefits
Character Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10t 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th Class Skill Max Ranks 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 Cross-Class Skill Max Ranks 2 2. 9th.5 10 10. A character may also select talents from his vocation. A character gains a talent upon attaining each oddnumbered level in a class (including 1st level). at 3rd. 16th and 20th level. A class skill is a skill associated with a particular class. career talents.5 9 9. A character gains a bonus feat upon attaining each third level. Level prerequisites listed for talents refer to the character’s total level as opposed to specific levels in the class associated with the talent unless otherwise specified.5 7 7. The player chooses which ability score to improve. Thus. Upon attaining 4th. 2nd 3rd 4th 5th 6th 7th 8th Ability Increases 1st 2nd 3rd 4th 5th
Character Creation
Ability Increases: This column indicates the levels at which a character gains ability score increases. Class Skill Max Ranks: The maximum number of ranks a character can have in a class skill is equal to his character level +3. The ability improvement is permanent.5 Feats 1st. Talents are considered to be extraordinary abilities. a Charismatic Hero with a starting Charisma of 16 intending to trade with the Indians might improve to Charisma 17 at 4th level. Feats: This column indicates the levels at which a character gains feats (two at 1st level. Class skills are listed in each class description in this chapter. the maximum number of ranks is one-half the maximum for a class skill. they are given whenever the character’s total level reached the specified value. 8th. 6th.5 11 11. See the Feats Chapter for feat descriptions. Cross-Class Skill Max Ranks: For cross-class skills (skills not associated with a character’s class). As with all skill prerequisites. Some feats have
Bonus Feats
12
Steve Hunting (order #3510822)
2
. These bonus feats are not dependent on which class the character has progressed in. or spend the same 4 points for 2 ranks in a cross-class skill. This will occur even if the Charismatic Hero has been moonlighting between 4th and 8th level and is a 6th level Charismatic/2nd level Smart Hero.5 6 6.
In addition to attack bonuses and saving throw bonuses.
Class Features
Every basic class offers a selection of talents to choose from.5 5 5. but only in the same character class as the one they just advanced in to get the feat in the first place or in their current vocation. they simply represent partial purchase of the next skill rank and indicate that the character is training to improve that skill. For multiclass characters. The Level Dependant Benefits table summarises these additional benefits. a character can pay 4 points for 4 ranks in a class skill.5 3 3. a character increases one of his ability scores by 1 point. Some talents have prerequisites that must be met before a character can select them. the same character might improve Charisma again (from 17 to 18) as this would increase his ability modifier for Charisma to +4.
This entry details special characteristics of the class. (For example. Maxing out a cross-class skill costs the same amount of points as buying the maximum rank in a class skill.5) indicated on the table do not improve skill checks.) The half ranks (.
Talents
Every basic class offers a selection of bonus feats to choose from. all characters gain other benefits from advancing in level. i.5 4 4. not class level.

character classes. o Prerequisites: Extreme effort. Some trees have a set order that must be followed. the strongman who is as dangerous with his bare hands than he is with a gun. he can select freely from any and all talent trees. a Strong hero begins play with the Simple Weapons Proficiency feat. 7th and 9th level. the Strong Hero selects a talent from the following talent trees or from his vocation. Advanced Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonuses provided by extreme effort and improved extreme effort (+6 total). The effort must relate either to a Strength check or a Strength-based skill check. Knowledge (streetwise.
A Strong Hero can push himself to make an extreme effort. while others provide a list to choose from. Ability: Strength Hit Point Bonus: +2 Class Skills: The Strong Hero’s class skills (and the key ability for each skill) are: Climb (Str). Ride (Dex).
• •
Extreme Effort: The effort requires a full-round action and provides a +2 bonus on the check.strong as an ox and almost as big. No talent can be selected more than once unless expressly indicated. This is the man you want on your side in a fistfight or on a railroad work-gang . Bonus feats given from occupations. and the two chosen at first level count towards these prerequisites normally.
This is the brawler and the farmhand. Improved Extreme Effort: The effort requires a full-round action and provides a +2 bonus that stacks with the bonus provided by extreme effort (+4 total).
Class Features Talents
At 1st.
Starting Feats
The following are class features of the Strong Hero.
Extreme Effort T a l en t T r e e
13
Steve Hunting (order #3510822)
2
. Handle Animal (Cha). Profession (Wis). o Prerequisite: Extreme effort. tactics) (Int). Repair (Int) and Use Rope (Dex). Craft (any except chemical and writing) (Int). Jump (Str). As long as the hero qualifies. improved extreme effort. You must decide to use this ability before making the check. 5th. Skill Points at 1st Level: (3 + Int modifier) x4 Skill Points at Each Additional Level: 3 + Int modifier
The St r o n g H e r o
•
In addition to the two feats all characters get at 1st level.prerequisites that must be met before a character can select them. Demolitions (Int). 3rd.

while others provide a list to choose from. Uncanny Dodge: The Fast Hero retains his Dexterity bonus to Defence regardless
Defensive Talent Tree
•
15
Steve Hunting (order #3510822)
2
. a Fast Hero begins play with the Simple Sidearms Proficiency feat. he can select freely from any and all talent trees. • Evasion: If the Fast hero is exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage. 3rd. As long as the hero qualifies. Some trees have a set order that must be followed. 5th.The Fast Hero
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Defence +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat
In addition to the two feats all characters receive at 1st level. the Fast Hero selects a talent from the following talent trees or from his vocation. No talent can be selected more than once unless expressly indicated.
The Fast Hero gains the ability to improve his innate defensive talents as the hero attains new levels. Evasion can only be used when wearing light armour or no armour. the Fast Hero suffers no damage if he makes a successful saving throw. 7th and 9th level.
Starting Feats
All of the following are class features of the Fast Hero.
Class Features Talents
At 1st.

and still keep standing. Run. Improved Initiative.
Bonus Feats
At 1st. Concentration (Con). Also. Ability: Constitution Hit Point Bonus: +3 Class Skills: The Tough Hero’s class skills (and the key ability for each skill) are: Climb (Str). Quick Reload. Simple Sidearms Proficiency. Skip Shot. Improved Increased Speed: The Fast Hero’s base speed increases by 5 feet. the Fast Hero gains a bonus feat. Improved Aim. Uncanny Dodge. Some trees have a set order that must be followed. Shot on the Run. Literacy. Lighting Reflexes. Improved Trip. Dodge. Martial Weapons Proficiency. and the Fast Hero must meet any prerequisites. Mounted Fire. Simple Weapons Proficiency.) The character does not gain his Reflex bonus when caught flatfooted and attacked with a ranged weapon. Improved Disarm. Simple Longarms Proficiency. • All-Around Awareness: The Fast Hero can no longer be flanked. No talent can be selected more than once unless expressly indicated. Combat Reflexes. the Fast Hero’s evasion talent does not apply to the defensive roll. Nimble. Precise Shot. o Prerequisite: Increased speed. Defensive Roll: The Fast Hero can roll with a potentially lethal attack to take less damage from it. Point Blank Shot. As long as the hero qualifies. the hero makes a Reflex saving throw (DC = damage dealt). 7th and 9th level. uncanny dodge. Skill Points at 1st Level: (3 + Int modifier) x4. Ride-by Attack. A Fast Hero spends 1 luck point to use this talent. This talent stacks with increased speed and improved increased speed (15 feet total). He can take more punishment that a man should be able to bear. • •
I n c r e a s e d S p eed Talent Tree
Increased Speed: The Fast Hero’s base speed increases by 5 feet.
16
Steve Hunting (order #3510822)
2
. Knowledge (current events. Vehicle Dodge. he cannot use this talent. 6th. he takes only half damage. Handle Animal (Cha). This feat must be selected from the following list. he can select freely from any and all talent trees. Craft (mechanical. streetwise) (Int).if the hero is immobilised. Stealthy. Once the point is spent. o Prerequisites: Evasion. 8th and 10th level. 3rd. Advanced Increased Speed: The Fast Hero’s base speed increases by 5 feet. structural) (Int).
Advanced Two-Weapon Fighting. Spot (Wis) and Survival (Wis). the Tough Hero selects a talent from the following talent trees. the character can react to opponents on opposite sides of himself as easily as he can react to a single attacker.
In addition to the two feats all characters get at 1st level.
•
The Tough Hero has grit – he keeps going no matter what. Weapon Finesse.
Class Features Talents
At 2nd. Spring Attack.Character Creation
of being caught flat-footed or struck by a hidden attacker. Since this effect would not normally allow a character to make a Reflex save for half damage. a Tough Hero begins play with the Improvised Weapons Proficiency feat. Alertness.
T h e T o u g h H e ro
The Fast Hero can increase his natural base speed. If the save succeeds. Moving Shot. the Fast Hero can attempt to roll with the damage. o Prerequisites: Evasion. The Fast Hero must be able to react to the attack to execute a defensive roll . improved increased speed.
Starting Feats
•
All of the following are class features of the Tough Hero. (The hero still loses his Dexterity bonus to Defence if the hero is immobilised. through whatever the world throws at him. Agile Riposte. When the Fast Hero would be reduced to 0 hit points or less by damage in combat (from a ranged or melee attack). while others provide a list to choose from. Improved Two-Weapon Fighting. This talent stacks with increased speed (10 feet total). Intimidate (Cha). o Prerequisites: Increased speed. 5th. the starting occupation the character selects can provide additional class skills to choose from. Fan. Drive (Dex). through sandstorm and desert.
Skill Points at Each Additional Level: 3 + Int modifier. Ride (Dex). Profession (Wis). Martial Arts. Blind Fight. o Prerequisite: Evasion. 4th. Elusive Target. Mobility. forcing his way through the blood haze of a wound.

gaining a number of hit points equal to his Tough Hero level as soon as he selects this talent. 2 points of temporary ability damage per evening of rest. Improved Trip. the Tough Hero gains a bonus feat. Gather Information (Cha). Infection Resistance: The Tough Hero has a +4 innate bonus to Fortitude saves against infection from wounds. Point Blank Shot. When the Tough Hero’s hit points reach –1. Improved Disarm. the Smart Hero selects a talent from the following talent trees. 5th. 3rd. Simple Longarms Proficiency. Great Fortitude. Great Cleave. while others provide a list to choose from. Decipher Script (Int). The hero recovers twice his Constitution bonus per evening of rest. and have learned all he knows from books. Cautious. Improvised Weapon Proficiency.
At 2nd. He could also just have more brains than most. Simple Weapons Proficiency. This feat must be selected from the following list. the hero gains an additional +1 hit point with each level of Tough Hero he gains. newspaperman or preacher who is notably more learned than the rest of the folk there – such people are Smart Heroes. Sunder. 7th and 9th level. Thereafter. Simple Sidearms Proficiency. infection and poison. Brawl.
U n b r e a k a b l e T alent Tree
The Smart Hero might be especially well educated. Robust: The Tough Hero becomes especially robust.
Starting Feats Class Features Talents
All of the following are class features of the Smart Hero. 6th. The hero can choose to succumb to unconsciousness if he thinks that doing so might prevent him from taking more damage. Power Attack. Run. Stamina: The Tough Hero recovers twice as fast as normal. • Remain Conscious: The Tough Hero gains the ability to continue to perform actions when he would otherwise be considered unconscious and dying. There are not many of them in West. Repair (Int). No talent can be selected more than once unless expressly indicated. Demolitions (Int). he can select freely from any and all talent trees. Forgery (Int). robust. Fan. As long as the hero qualifies. These talents can be selected in any order. Most towns have a lawyer. 4th. Meticulous.Character Creation
The Tough Hero is particularly resistant to illness.
T h e S m a r t H e ro
•
Smart Heroes get the Literacy feat and two other feats.
Bonus Feats
The Smart hero has a natural aptitude for study and factfinding. but the railroads bring more engineers and scientists every day. Trample. the hero can perform as though he were disabled. Improved Bull Rush. Profession (Wis). Poison Resistance: The Tough Hero has a +4 innate bonus to Fortitude saves against poison. • Disease Resistance: The Tough Hero has a +4 innate bonus to Fortitude saves against contracting diseases.
•
•
The Tough Hero is particularly resilient thanks to the following talents. Skill Points at Each Additional Level: 9 + Int modifier. o Prerequisite: Remain conscious. and awakens in half the normal time after being knocked unconscious. 8th and 10th level. Ability: Intelligence Hit Point Bonus: +2 Class Skills: The Smart Hero’s class skills (and the key ability for each skill) are: Craft (any) (Int). making either an attack action or a move action every round until the hero reaches -10 hit points (and dies) or the hero’s hit points return to 1 or higher. Knowledge (any) (Int).
Research Talent Tree
18
Steve Hunting (order #3510822)
2
. Disable Device (Int). Far Shot.
•
At 1st. Skill Points at 1st Level: (9 + Int modifier) x4. Builder. Focussed. and the Tough Hero must meet any prerequisites. Endurance. Iron Will.
I n c r e d i b l e H e a lth Talent Tree
Animal Affinity. such as cholera. o Prerequisite: Remain conscious. The following talents can be selected in any order. Search (Int) and Treat Injury (Wis). Blind Fight. Ride (Dex). Some trees have a set order that must be followed. Track. coming from some Yankee college back east or even from Europe.

•
19
Steve Hunting (order #3510822)
2
. either spoken or written. Repair. The Smart Hero gets to add a bonus equal to his Smart Hero level when making checks with that skill. o Prerequisite: At least two language Feats. Treat Injury. Search. a Smart Hero can glean enough meaning from a conversation or document to ascertain the basic message. Whenever the hero encounters a new language. The check is made with a bonus equal to the hero’s Smart Hero level + the hero’s Intelligence modifier. Disable Device. but this ability in no way simulates actually being able to converse or fluently read and write in a given language. Knowledge (any single skill). With this special ability. A Smart Hero can take this talent multiple times. the bonus applies to a Decipher Script check instead. Linguist: With this talent. Handle Animal. the Smart Hero becomes a master linguist. Demolitions. Gamble. he can make an Intelligence check to determine if he can understand it. each time it applies to a different skill. Craft (any single skill). Forgery. For a written language. Decipher Script.The Smart Hero
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th • Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Defence +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat
Savant: Select one of the siills listed in the following paragraph. The DC for the check is 20.

His willpower is insurmountable – the sheer strength of his convictions enables him to endure almost any hardship and overcome any obstacle. Drive (Dex). The target resists the trick by making a Reflex saving throw (DC 10 + Smart Hero’s class level + Smart Hero’s Int bonus). the target becomes dazed (unable to act. If the saving throw fails. Simple Longarms Proficiency. Educated. Improved Aim. the Dedicated Hero’s spirit burns so bright it overcomes the limits of the flesh. the Smart Hero gains a bonus feat. 8th and 10th level.
T h e D e d i c a t ed Hero
Trick: The Smart hero has the ability to temporarily confuse a target (a non player character) through the use of ploy and deception. A Smart Hero cannot take 10 or 20 when making this check. Speak Language (none). Surgery. 4th. A trick can only be played on a particular target once per encounter. Profession (Wis). adding his Smart Hero level as a bonus. 6th. Martial Longarms Proficiency. as the vagaries of circumstance begin to unravel even the best-laid plans. or a cause. Gamble (Wis). Ability: Wisdom Hit Point Bonus: +2 Class Skills: The Dedicated Hero’s class skills (and the key ability for each skill) are: Craft (any) (Int). o Prerequisite: One talent from the Research Talent Tree. If the Intelligence check succeeds. While the Tough Hero has great reserves of physical might. Track. Medical Expert. Survival (Wis) and Treat Injury (Wis). the Smart Hero can develop a plan of action to handle the situation. either combator skill-related. The result of the check provides the Smart Hero and allies with a circumstance bonus. Ride (Dex). Skill Points at 1st Level: (5 + Int modifier) x4. Meticulous. but can defend normally) for 1 round. Plan: Prior to a dramatic situation. Spot (Wis). • Exploit Weakness: After 1 round of combat. Iron Will. and the Smart Hero must meet any prerequisites.Character Creation
The Smart Hero has the brainpower to see solutions in most situations. Martial Sidearms Proficiency. The Smart Hero makes an Intelligence check (DC 10) with a bonus equal to his Smart Hero level. These talents can be selected in any order. must be within 30 feet of the hero and must be able to hear and understand the hero. This feat must be selected from the following list. After the first trick in an encounter.
S t r a t e g y T a l ent Tree
susceptible to a trick. Simple Sidearms Proficiency. To play a trick on a target.
Bonus Feats
•
Check Result 9 or lower 10–14 15–24 25 or higher
The Dedicated Hero believes in a higher power. the target can try to think quickly and ignore the trick. whether the attempt succeeds or not. but the bonus only lasts for the first 3 rounds. o Prerequisite: One talent from the Research Talent Tree. Speak Language. Bonus +0 (check failed) +1 +2 +3 o • Prerequisite: One talent from the Research Talent Tree. After that time. reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues. Knowledge (any) (Int). If the check succeeds. for the rest of the combat the Smart Hero uses his Intelligence bonus instead of either Strength or Dexterity bonus on attack rolls as the hero finds ways to outthink his opponent and notices weaknesses in his opponent’s fighting style. Martial Weapon Proficiency. the Smart Hero can designate one opponent and try to find ways to gain an advantage by using brains over brawn. Creative. Martial Arts. the hero must use a full-round action and make an Intelligence check (DC 15). This bonus can be applied to all skill checks and attack rolls made by the Smart Hero and his allies. or simply in himself and his own destiny. Handle Animal (Cha). Using this talent requires preparation. that target becomes wary and immune to such ploys.
At 2nd. Focussed. a Smart Hero cannot use this talent when surprised or otherwise unprepared for a particular situation. but before the hero can select a talent from this tree he must have previously selected at least one talent from the Research Talent Tree. Alertness. Sense Motive (Wis). Elusive Target. Improved Feint. The target must have an Intelligence score of 3 or higher to be
20
Steve Hunting (order #3510822)
2
. Listen (Wis). Simple Weapon Proficiency. The Smart Hero uses a move action and makes an Intelligence check (DC 15) with a bonus equal to his Smart Hero level.

Simple Weapons Proficiency. Blind Fight. This talent is usable a number of times per day equal to the character’s Dedicated Hero level. This feat must be from this list. theology and philosophy) (Int). 6th. the hero gets a hunch that everything is all right. Simple Longarms Proficiency. Precise Shot. Cautious. Shot on the Run. He is adept at inspiring. inspiring or forceful. Simple Sidearms Proficiency. He is larger-than-life. warm. or the hero gets a bad feeling about a specific situation. based on the Games Master’s best guess relating to the circumstances. Weapon Focus. The hero adds his base Will saving throw bonus to Listen or Spot checks to avoid surprise. Cool Under Pressure: The Dedicated Hero selects a number of skills equal to 3 + the hero’s Wisdom modifier. streetwise. Point Blank Shot. geography. Animal Affinity. • Skill Emphasis: The Dedicated Hero chooses a single skill and receives a +3 bonus on all checks with that skill. a potential legend in his own lifetime. a shaman or a snake-oil salesman. Healing Touch 1: The Dedicated Hero’s ability to restore damage with a doctor’s bag or perform surgery with a surgery kit increases by +2 hit points. Gather Information (Cha). This bonus does not allow the hero to make checks for a trained-only skill if the hero has no ranks in the skill. Improved Aim. •
H e a l i n g T a l e n t Tree
Healing Knack: The hero has a knack for the healing arts. Track. Diplomacy (Cha).
•
•
The Charismatic Hero might be a general or a shyster. On a successful save. o Prerequisite: Empathy. This talent can be selected multiple times. Alertness. Focussed.
•
Aware: The Dedicated Hero is intuitively aware of his surroundings. Run. Intuition: The Dedicated Hero has an innate ability to sense trouble in the air.Character Creation
his target prior to making the skill check. Handle Animal (Cha). but never bland or forgettable. Healing Touch 2: The Dedicated Hero’s ability to restore damage with a doctor’s bag or perform surgery with a surgery kit increases by +2 hit points. Speak Language. o Prerequisite: Healing knack. current events. the Dedicated Hero gains a bonus feat. o Prerequisite: Skill emphasis. Martial Longarms Proficiency. When making a check with one of these skills. o Prerequisite: Skill emphasis. o Prerequisites: Healing knack. Skill Points at Each Additional Level: 7 + Int modifier. aware. The bonus is equal to the character’s Dedicated Hero level. o Prerequisite: Empathy. • Improved Aid Another: The Dedicated Hero’s bonus on attempts to aid another increases by +1 on a successful aid another check.
•
•
At 2nd. guiding and tricking others.
Bonus Feats
The Dedicated Hero has a talent for healing. Lucky. Medical Expert.
T h e C h a r i s m a tic Hero
The Dedicated Hero’s innate insightfulness serves him well. 8th and 10th level.
I n s i g h t f u l T a l ent Tree
22
Steve Hunting (order #3510822)
2
. Disguise (Cha). Perform (any) (Cha). Surgery. which stacks with healing touch 1 for a total of +4 hit points. 4th. Endurance. Intimidate (Cha). Many of the most famous heroes of the West were far better at self-promotion than shooting… Ability: Charisma Hit Point Bonus: +2 Class Skills: The Charismatic Hero’s class skills (and the key ability for each skill) are: Bluff (Cha). the Dedicated hero can take 10 even when distracted or under duress. The hero receives a +2 bonus on all Treat Injury skill checks. and the Dedicated Hero must meet any prerequisites. Literacy. Toughness. Knowledge (civics. healing touch 1. Confidant. Iron Will. Skill Points at 1st Level: (7 + Int modifier) x4. his personality is alternately bright. Profession (Wis) and Ride (Dex). The Dedicated Hero can make a Will saving throw (DC 15). each time increasing the bonus by +1. Craft (writing) (Int).

he can select freely from any and all talent trees. (Some characters are charming to members of the opposite gender. No talent can be selected more than once unless expressly indicated. the Charismatic Hero selects a talent from the following talent trees. others to members of the same gender. The charm bonus cannot be used against characters who are unfriendly or hostile. a Charismatic Hero begins play with the Simple Sidearms Proficiency feat. As long as the hero qualifies. 5th.
Class Features Talents
At 1st. 3rd. while others provide a list to choose from.
The Charismatic Hero has an innate talent for being charming and captivating.
Charm Talent Tree
23
Steve Hunting (order #3510822)
2
.
Feats
All of the following are class features of the Charismatic Hero. 7th and 9th level. Some trees have a set order that must be followed.The Charismatic Hero
Class Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 Will Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 Defence +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 Class Features Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat Talent Bonus feat
In addition to the two feats all characters get at 1st level. • Charm: The Charismatic Hero gets a bonus on all Charismabased skill checks made to influence members of his chosen gender. A Charismatic Hero can only charm non player characters with attitudes of indifferent or better.) The bonus is equal to the character’s Charismatic Hero level.

The target must have an Intelligence score of 3 or higher to be susceptible to a captivate attempt. the hero must use an attack action and make a Charisma check (DC 15). If the Charisma check succeeds. and charm. regardless of the result of a favour check. or to receive other minor assistance in the course of an adventure. must be within 30 feet of the hero. or illegal favours.•
Character Creation
Favour: The Charismatic Hero has the ability to acquire minor aid from anyone he meets. If the saving throw fails. The DC ranges from 10 for a simple favour to as high as 30 for formidable and highly dangerous. The Games Master sets the DC based on the scope of the favour being requested. nor can the hero retry the check for the same (or virtually the same) favour. Favour. To captivate a target. adding his Charismatic Hero level as a bonus.
Fast-Talk Talent Tree
24
Steve Hunting (order #3510822)
2
. Favours should help advance the plot of an adventure. Captivate: The Charismatic Hero has the ability to temporarily beguile a target (a non player character)
through the use of words and bearing. roll a d20 and add the character’s favour bonus. the target can try to resist. The effect ends when the hero stops concentrating. o Prerequisite: Charm. The effect ends immediately if the target is attacked or threatened. equal to the character’s Charismatic Hero level. The target pays no attention to anyone else for 1 round. The Games Master may disallow any favour deemed to be disruptive to the game. A Charismatic Hero can concentrate to keep a target captivated for additional rounds. hear. a Charismatic Hero can gain important information without going through the time and trouble of doing a lot of research. To make a favour check. A Charismatic hero cannot take 10 or 20 on this check. or when the target succeeds on the save. and must be able to see. expensive. The Charismatic Hero concentrates all his effort on the task. Favours can also be used to acquire the loan of equipment or documents. the hero becomes the target’s sole focus. By making a favour check. A favour that would enable a character to avoid an adventure altogether should always be unavailable to the character. and understand the hero. and the target gets to make a new Will save each round. The success or failure of a mission should not hinge on the use of a favour.
•
The Charismatic Hero has an innate talent for bending the truth and dazzling others with a combination of words. and getting a favour should not replace good roleplaying or the use of other skills. The target resists the captivation attempt by making a Will saving throw (DC 10 + Charismatic Hero’s class level + Charismatic Hero’s Charisma bonus). This focusing of the target’s attention allows other characters to take actions of which the captivated target is unaware. o Prerequisites: Charm. A Charismatic Hero spends 1 luck point to activate this talent. mannerisms. The Games Master should carefully monitor a Charismatic Hero’s use of favours to ensure that this ability is not abused.

Speak Language. Trustworthy. A Charismatic Hero cannot inspire himself. o Prerequisites: Fast-talk. A taunt can be played on an opponent any number of times. hear and understand the hero. Literacy. Animal Affinity. inspiration. The target resists the dazzle attempt by making a Will saving throw (DC 10 + Charismatic Hero’s class level + Charismatic Hero’s Charisma bonus). An ally must listen to and observe the Charismatic Hero for a full round for the greater inspiration to take hold. An inspired ally gains a +2 morale bonus on saving throws. attack rolls. bolstering them and improving their chances of success.
•
•
At 2nd. must be within 30 feet of the hero and must be able to hear and understand the hero. If the save fails. skill checks and saving throws for a number of rounds equal to the character’s Charismatic level. dazzle. or otherwise bend the truth. a winning smile and fast-talking. rounded down (to a minimum of one ally). The target must have an Intelligence score of 3 or higher to be susceptible to a taunt. • Inspiration: The Charismatic Hero can inspire his allies. cheat. 8th and 10th level. the target can try to resist. rounded down (to a minimum of one ally). When the hero can spend a full round directing his allies
Leadership Talent Tree
25
Steve Hunting (order #3510822)
2
. The effect lasts for a number of rounds equal to the hero’s Charisma modifier. Dodge. This feat must be selected from the following list. each time worsening the dazzled penalty by –1. bolstering them and improving their chances of success. This talent can be selected multiple times. If the save fails. ability checks. 4th. • Coordinate: The Charismatic Hero has a knack for getting people to work together. but can defend normally) for 1 round. To dazzle a target. must be within 30 feet of the hero and must be able to see. To taunt a target. Deceptive. Improved Initiative. he applies his Charismatic level as a bonus on any Bluff. Fan. which stacks with the bonus from inspiration for a total of a +3 morale bonus. Simple Sidearms Proficiency. 6th. The target must have an Intelligence score of 3 or higher to be susceptible to a dazzle attempt. adding his Charismatic level as a bonus. Run. attack rolls. Greater Inspiration: The Charismatic Hero can inspire his allies to even greater heights. If the Charisma check succeeds. The bonus lasts for a number of rounds equal to the hero’s Charisma modifier. A Charismatic Hero cannot inspire himself. With this talent. o Prerequisite: Fast-talk. The effect lasts for a number of rounds equal to the hero’s Charisma modifier. the hero must use an attack action and make a Charisma check (DC 15). and damage rolls. the hero must use an attack action and make a Charisma check (DC 15). The hero can inspire a number of allies equal to one-half his Charismatic level. adding his Charismatic Hero level as a bonus. Dazzle: The Charismatic Hero has the ability to dazzle a target (a non player character) through sheer force of personality. Weapon Focus.
•
and makes a Charisma check (DC 10). An ally must listen to and observe the Charismatic Hero for a full round for the inspiration to take hold and the hero must make a Charisma check (DC 10). An inspired ally gains an additional +1 morale bonus on saving throws. the target becomes dazed (unable to act.•
Fast-Talk: The Charismatic Hero has a way with words when attempting to con and deceive. the target receives a –1 penalty on attack rolls. rounded down (to a minimum of one ally). If the Charisma check succeeds. the Charismatic hero gains a bonus feat. Creative. and the hero must make a Charisma check (DC 10). Stealthy.
Bonus Feats
The Charismatic Hero has a talent for leadership and inspiration. Confidant. Nimble. o Prerequisites: Coordinate. Simple Longarms Proficiency. Taunt: The Charismatic Hero has the ability to temporarily rattle a target (a non player character) through the use of insults and goading. and the Charismatic Hero must meet any prerequisites. The hero can inspire a number of allies equal to one-half his Charismatic level. Lightning Reflexes. Lucky. o Prerequisite: Coordinate. Iron Will. The hero can coordinate a number of allies equal to one-half his Charismatic Hero level. Simple Weapons Proficiency. Martial Sidearms Proficiency. The target resists the taunt by making a Will saving throw (DC 10 + Charismatic Hero’s class level + Charismatic Hero’s Cha bonus). and damage rolls. Improved Feint. the hero provides any of his allies within 30 feet a +1 bonus on their attack rolls and skill checks. Diplomacy or Gamble checks the hero makes while attempting to lie. Agile Riposte. the target can try to resist.

Fill out the character sheet. page XX. as well as more skills to pick from. +1 to Int. the Games Master should secretly roll their maximum age.Character Creation
After picking your character’s starting class. and records the result. F e a t s and Talents
Aging Effects
Maximum Middle Age1 Old2 Venerable3 Age 35 years 53 years 70 years +2d20 years 1 At middle age. and Cha. and Con. Talents are listed in the class and vocation descriptions. A character’s Reputation begins at a value equal to his Charisma bonus plus his level. 85 lb. Most people in the West die from pestilence. The list of vocations is in Chapter Three. A character’s Luck begins at 6+1d4. Vocations. Choose any one of the listed vocations. which the player does not know. Select skills from Chapter Four. Most characters are adults (16+). but personality and exaggerated rumours also play their part. accidents. With age. a character’s physical ability scores decrease and his mental ability scores increase (see Aging Effects). Dex. Dex. which is the number from the Venerable column on Aging Effects plus the result of the dice roll indicated on the Maximum Age column on that table. page XX. That same number multiplied by the dice roll or quantity given in the Weight Modifier column determines the character’s extra weight beyond the base weight. infections.
Height and Weight
Random Height and Weight
Gender Male Female Base Height 4´ 10½ 4´ 5½ Height Modifier +2d10 +2d10 Base Weight 120 lb. a measure of good or bad fate and fortune. +1 to Int. A beginning first level character has at least two feats (plus any bonus feats from his class). A character that reaches his maximum age dies of old age at some time during the following year. –1 to Str. none of a character’s ability scores can be reduced below 1 in this way. However. × (2d4) lb.
Age
A character’s Reputation measures how well he is known in the West. the next step is to pick a vocation. +1 to Int. The effects of each aging step are cumulative. Wis.
Reputation
Luck is a character’s edge in a fight. 2 At old age.
Select equipment from Chapter Five according to the initial finances from your vocation. while others can be moved into later in the game. Wis. Reputation is partially based on deeds. and Con. It may also affect a character’s Reputation (see below). one talent (which can be chosen from his class or vocation lists) and the amount of skill points listed for his class.
Finishing Touches
You can choose or randomly generate your character’s age.
Luck
26
Steve Hunting (order #3510822)
2
. –2 to Str. See Reputation. Wis.
Sk i l l s . A vocation gives more talent options. remembering to take ability score modifiers when working out skills. See Luck.
A character with an Intelligence of 9 or more may gain the Literacy feat for free if he comes from an educated background. Remember that a character can spend a feat slot to take a talent instead.
Choose a Vocation
When a character reaches venerable age. and Cha. Dex. The maximum ages are for player characters but exist only as a maximum possibility. 3 At venerable age. Weight Modifier × (2d4) lb. –3 to Str. Feats are listed in Chapter Four. Note that characters who begin play at a higher level do not have any extra Luck.
The character’s class and ability scores determine how many skill points and feats he has.
Literacy
The dice roll given in the Height Modifier column determines the character’s extra height beyond the base height. but choose wisely – some vocations can only be picked at this step at character generation. or violence long before they reach venerable age. and Con. and Cha.

Adding a second class. only gives access to the new class’s hit point bonus. the abilities of a multiclass character are the sum of the abilities provided by each of the character’s classes. As such. a 6th level Fast Hero/2nd level Strong Hero has a base attack bonus of +6 (+4 for the Fast Hero levels and +2 for the Strong Hero levels). +3 on Reflex saving throws (+1 and +2). your first level in the second class does not receive maximum hit points as they would at character creation. and the new class’s number of skill points gained at each additional level (not that number x4. and +2 on Will saving throws (+1 and +1). Some of the benefits for a 1st level hero represent the advantage of training while the character was young and fresh. The character gains the 1st level base attack bonus.
Level
Add the base save bonuses for each class together. even though neither the +4 from the Fast levels nor the +2 from the Strong levels normally allows an additional attack. thereby becoming a multiclass character.
Hit Points
A character may add new classes as he progresses in levels. with lots of time to practice. class skills. base save bonuses. The character gains new hit points equal to his new classes’ hit point bonus plus his Constitution modifier. He may also switch vocation with each new level. hit points rolled using the appropriate die type. A resulting value of +6 or higher provides the hero with multiple attacks.
‘Character level’ is a character’s total number of levels. other class features of the new class. gaining new levels. Picking up a new class is not exactly the same as starting a character in that class.
Advancement
‘Class level’ is the character’s level in a particular class. For a hero whose levels are all in the same class. as per the Level Dependant Benefits table (see above).
Mul t i c l a s s Cha r a c t e r s
Add the base attack bonuses for each class to get the hero’s base attack bonus. characters should advance one level between adventures. but the following rates are suggested: • • In an episodic game. characters should advance once every four sessions.
Base Attack Bonus
When a character with one class gains a level. he may choose to increase the level of his current class or pick up a new class at 1st level. In a continuing game with no gaps between scenarios. For instance.A western character improves gradually over the course of his career. It is used to determine when feats and ability score increases are gained. adding the new hit point bonus to the previous total. A 3rd level Tough Hero/3rd level Fast Hero gets +3 on Fortitude saving throws (+2 for the Tough levels and +1 for the Fast levels). A base attack bonus of +6 allows a second attack with a bonus of +1.
Adding a Second Class
Additional Attacks
Base Attack Bonus +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 +17 +18 +19 +20 Additional Attacks at +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5
As a general rule. Attacking and full-round actions are explained fully in Chapter Seven: Combat. The rate of advancement is up to the Games Master. character level and class level are the same.
A hero gains hit points from each class as his level increases.
Class and Level Features
To use multiple attacks in the same round.
Saving Throws
27
Steve Hunting (order #3510822)
2
. The class abilities from all of a character’s classes combine to determine a multiclass character’s overall abilities. however. you must use a full attack. which is a full-round action. as is the case for a 1st level character).

possible bonuses on attack rolls. then use character level to determine a skill’s maximum rank. he would add +1 to increase his Defence bonus to +5. for a total of +4. A 4th level Strong Hero/ 2nd level Smart Hero has a Defence bonus of +3 plus +1.
Feats
28
Steve Hunting (order #3510822)
2
. he either increases one of his current class levels by one or picks up a new class at 1st level. Skills purchased are purchased at the cost appropriate for the class level that gives them to the character. a new class feature (as defined by the class) and new skill points. Defence. regardless of individual class level (see the Level-Dependent Benefits table). If the same hero then picked up a level of Dedicated Hero. bonus feats.)
Skills
The character gets all class features (talents. he gets all the standard benefits that characters receive for attaining the new level in that class: more hit points. (The maximum rank of a class skill is 3 + character level. or other special abilities) of all classes for the levels he possesses. regardless of individual class level (see the Level-Dependent Benefits table). Skill points are spent according to the class that the multiclass character just advanced in (see the individual class descriptions for skill points per level).
D e f e n c e B o n us
A multiclass character increases one ability score by +1 every four character levels. If a skill is a class skill for any of a multiclass hero’s classes. Taking one level in a new class does not entitle a character to receive the two feats that a beginning 1st level character gets. Reputation. and saving throws (depending on the class and the new level).Character Creation
Add the Defence bonuses for each class together.
Ability Increases
A multiclass hero uses his character level to determine the maximum ranks he can have in a skill.
Advancing a Level
A multiclass character receives a new feat every three character levels.
C l a s s F e a t u r es
Each time a multiclass character attains a new level. When a multiclass character increases one of his class levels by one.

a gunslinger who accepts a –6 penalty to his attack roll would gain a +9 bonus to Initiative. Wealth: Poor. hare. For example. he rides with bandits and thieves. lantern. and the damage from the attack is not halved. A vocation also has a list of talents. The bonus gained is equal to half the Reputation of the other character. This is 50% better than the normal ‘+1 Initiative for –1 to hit’ exchange rate used in a duel. in addition to the class skills gained from his class. His only loyalty is to the gun. He cannot use this bonus when firing at an enemy. Prerequisites: Quick Draw. Simple Sidearms Proficiency. gun out of an enemy’s hand and so on. Called Shots Against Locations). • Improved Skip Shot: The gunslinger suffers no attack penalties for making a skip shot. Spot. He only gains this bonus when making an attack against a particular location (see page XX. Shoot from the Hip
•
The gunslinger is the quintessential hired gun – he lives by the gun and dies by the gun. but can use it when trying to shoot a rope. Each vocation provides a number of class skills for the character. then the gunslinger acts at the exact same time as his opponent – their attacks are resolved simultaneously. o Prerequisite: Precise Shot feat
Trick Shooting Talent Tree
•
•
The gunslinger is a master of drawing before the other guy.Vocations
A
character’s Vocation is his current career. • Improved Quick Draw: The gunslinger gains a +2 insight bonus to his Initiative score. If the saving throw is successful. so long as he fulfils any prerequisites listed.
•
Shoot from the Hip: The gunslinger may gain a +3 bonus to Initiative for every –2 penalty to his attack roll in a duel.
Quick Draw Talent Tree
29
Steve Hunting (order #3510822)
2
. nickel. Twitch: If the gunslinger is outdrawn. and many went through all sorts of jobs during their lives. Vocation Skills: Intimidate. if the other gunslinger had a higher Reputation. he may make a Reflex save (DC equals the Initiative total of the highest Initiative opponent). Repair and Ride. Between the Eyes: The gunslinger can now apply his +4 insight bonus to attack rolls from the Precise Shot feat to called shots against enemies. all in the space of a few years. o Prerequisite: Skip Shot Feat Exact Shot: The gunslinger gains a +4 insight bonus to his attack roll shooting at a Tiny or smaller target. Most gunslingers drift from one side of the law to the other. A character can change vocation whenever he gains a new level. Sometimes. o Prerequisites: Improved Quick Draw. and he is working to defend some homestead against his former compatriots. a character can take a talent from a vocation whenever he could normally acquire a new talent. Reputation Bonus: The gunslinger gains a Reputation bonus whenever he beats another gunslinger in a duel. Some turned from farmers to outlaws to cattle rustlers to cowboys to sheriffs and back again. the next year or the next county.
Gun s l i n g e r
The gunslinger knows all sorts of trick shots and fancy moves. A man was expected to be able to turn his hand to anything in the West.

he must write or telegraph back home to call upon one of these contacts. another use of this talent) must be used to impress each different local organisation. Whenever he takes this talent. history. Knowledge (art. Prerequisites: Charisma 13. A phoney dude may use Bluff instead of Diplomacy. or be wearing the latest suits from Boston or Washington. This is a onceoff change – the dude can spend or squander this money again.
Dude
These talents relate to the dude’s standing back east. A dude might be seen in the silk top hat and dinner jacket of an English nobleman. A different contact (and hence. Such revelations are up to the Games Master.Vocations
Dudes are relative newcomers or even tourists from more civilised places – or. the Wells Fargo stagecoach company. The contact’s influence can give the dude a permanent +6 circumstance bonus to any Bluff. current affairs. the Pinkertons and so on. civics.) A character can become a phoney dude whenever he can normally change career. they affect the fashions and manners of more civilised people. Few are adept at gunfighting. A character must begin play as a genuine dude and cannot take this Vocation later in life under normal circumstances (although there are exceptions – a penniless cowboy might turn out to be the heir to a vast fortune. but may make a Diplomacy check at a DC of 10+his current Reputation to gain a +1d6 Reputation bonus by playing on his connections back home. •
Genuine Dude Talent Tree
Connections: The dude has contacts back home. A dude might survive by his wits alone. Reputation Bonus: The genuine dude gains no Reputation bonus. and his wealth will not reset unless he takes this talent again. This talent can be taken multiple times. Diplomacy.
Fancy Pants Talent Tree
30
Steve Hunting (order #3510822)
2
. eastern institutions or businesses and so on. but some have trained in boxing – Queensbury rules of course – or even knife fighting. Diplomacy or Intimidate roll that targets a member of an organisation with ties back to the Federal government. theology & philosophy) Wealth: Varies (Poor to Very Rich). at least. or else be merrily wasting an inheritance or investment from backers at home. Examples would include the US Army.
•
The dude brings a measure of civility and style to the West that can impress others. Vocation Skills: Bluff. Each time the dude takes this talent. which he can call upon when he needs to. his current Wealth is reset to Wealthy. This talent can therefore be taken multiple times. most banks. A dude must choose if he is genuine (he really is rich and backed by money from the east) or a phoney (he merely pretends to be wealthy and is really a con artist). Backing: The dude can call for money from back home.

The character does not have to specify what these tricks are in advance – the player may choose in any round to take an Aid Another action.
Moun t a i n M a n
Trust nobody 'cept yourself: As long as the mountain man has time to prepare the ground. foxholes and other useful tricks. It is always able to find him. Faithful Friend: The animal companion has an eerie affinity with the character. Enhance Companion: The animal companion gains an animal level. Trapper: The mountain man is a skilled trapper. Hide. he can set up all sorts of traps. tales of wars. and tends to turn up in the nick of time. the mountain man gains a +4 insight bonus when treating his own wounds. He has a +4 insight bonus to any Craft. Repair or Treat Injury checks he makes. He may also handle the animal as a free action or push it as a move action. Diplomacy and Profession checks.
Animal Companion Talent Tree
The mountain man has survived in the wild for years. •
Mo u n t a i n M a n T a l e nt Tree
•
•
31
Steve Hunting (order #3510822)
2
. Wealth: Poor. • Animal Companion: To take this talent. Stylish Attack: The dude may substitute his Charisma modifier for his Dexterity modifier when making a melee attack with Weapon Finesse. they prefer to be left alone with the earth and sky. o Prerequisite: Weapon Finesse feat.. Craft (traps. The character may spend a luck point to have his companion appear nearby. Vocation Skills: Climb. o Prerequisites: Animal Companion. He gains a +4 insight bonus to all Handle Animal checks made with the animal. some mountain men become quite attached to a wolf. as long as he can justify it with some trick the mountain man could have set up in advance. A Confidante of Dame Rumour: The dude can spread news of events back east.
•
•
•
Fur trappers and early settlers have been living on the edges of the West for decades. but only when making such checks for his own possessions. the dude gains a +2 bonus to Bluff. He may substitute his 10 + his current Reputation for the d20 roll when making a Bluff check. the mountain man must win the friendship of an animal and begin taming it with the Handle Animal skill. Solitary and taciturn folk. the other that the mountain man aids is actually himself when he is in the prepared location. not those of another. as the mountain man has a knack of selecting only the smartest critter to be his companion. The animal companion has an Intelligence score of at least 2. woodworking). For example. Such grizzled pioneers usually live alone in log cabins or other isolated settlements. bear or other animal. scandals and market crashes that can cause alarm in the West. o Prerequisite: Animal Companion. Prerequisites: Constitution 13. Reputation Bonus: The mountain man’s Reputation increases by +1 per two years spent out in the wilderness. o Prerequisites: Trapper
With nothing around except land and sky.. He has a +2 insight bonus to Craft (traps) rolls. and the base DC to find his traps is increased to 15. weapon caches. hides. and has picked up a few tricks that even the Indians do not know.•
The latest style: By dressing in a fancy and stylish fashion. For every twenty minutes spent preparing a site. the mountain man may set up some trick that acts like an Aid Another action – in this case. his animal companion or on himself. and fight like cornered grizzlies when their solitude is threatened. • Self-sufficiency: The mountain man has learned to make his own tools and maintain his own weapons. Handle Animal. This talent may be taken multiple times. A character can have a maximum number of these tricks set up equal to the number of ranks he has in Craft (traps). Survival. hawk. Only the mountain man can use these tricks.

Craft (structural).
Miner
Prerequisites: Proficiency. Well Off to Rich in more dangerous places. Simple Sidearms
Vocation Skills: Gather Information. Prerequisites: None. This ability cannot be used on those actively opposed to the lawman. Repair. Strike!: The miner has found gold or some other precious metal. • Obsessive Work: The miner may push himself to an astonishing degree. When making any Craft. He may use this talent once per day. While few famous heroes of the West made their reputation through trading alone. Familiar Tools: The miner is adept at using mining tools to defend himself. but can be used on prisoners. (Count bad Reputations as negative for the purposes of calculating the Will save DC). He may either increase his current wealth category permanently by one. Vocation Skills: Balance. but his obsessive focus does let him build a bigger or longer one quickly. Sense Motive. Sixth Sense: The miner is quick to notice cave-ins and foul air. or else by three for 1d6 months. Search. Anyone he demands aid from must make a Will save equal to the total of the lawman’s Reputation plus their Reputation. Silver Star: The lawman’s status makes him more intimidating.
M i n i n g T a l e n t Tree
Bringing the law to the West requires specific talents. A miner might not be able to build a better wall in less time. Knowledge (law). but the target must do something that will aid the lawman. the miner may take 20 in the time it would normally require to take 10 for the purposes of volume of work done. Prerequisites: None. He gains a +2 insight bonus to his attacks when using a pick or shovel.
Good Reputation +3. to try to convince them to talk. Demolitions.
Law Enforcement Talent Tree
•
•
•
•
•
Communities in the West were often lawless save for a sheriff and a handful of deputies.
Storekeeper
32
Steve Hunting (order #3510822)
2
. a season or two as a storekeeper can be a welcome break for an exhausted or injured gunslinger. If the save fails then the target must give some help to the lawman. From California to the Black Hills.
Lawman
Civilisation grew up in the West around trading posts and general stores. Demolitions or ability score check that requires at least eight hours of work. Reputation Bonus: A miner’s Reputation increases by +1d6 whenever he makes a strike. and this has trained him to keep his eyes. Gets His Man: The lawman’s devotion to duty keeps him going against the odds. There are was no formal qualification for becoming a peace officer – the townsfolk generally choose someone from among their number who seemed trustworthy and tough enough to enforce justice. ears and especially his nose open. Reputation Bonus: The lawman gains a Reputation bonus whenever he brings in a criminal.The lure of gold and other precious metals drew many men out West. o Prerequisite: Silver Star. The bonus gained is equal to half the Reputation of the criminal. and this is reflected in their talents. prospecting and mining is the fastest way to get rich quick – or lose it all on an empty riverbed or worked-out vein. While pursing his duties. Miners tend to be interested solely in making their fortune and then heading home – few intended to come out West forever.
Vocations
The desire for wealth drives such men. • Demand Aid: The lawman may attempt to round up a posse or obtain other help from upstanding people. if the criminal had a higher Reputation. Intimidate. The miner may spend a luck point to avoid being flat-footed in the face of an ambush or unexpected danger. This can be no more than token help. he gains a +4 bonus to Intimidation checks made against criminals. Wealth: Poor to Average for most towns. He may spend a luck point to regain a number of hit points equal to the Reputation of the criminal he is current chasing.

stagecoaches and other vehicles. He gains a +4 insight bonus when trading (see page XX). Handle Animal. Knowledge (civics.
A stableman is skilled at taking care of horses. The storekeeper gains a +4 insight bonus to running a business (see page XX). Some are stagecoach drivers. Wherever they find themselves. Reputation Bonus: Storekeepers gain no permanent bonus to Reputation. but gain a temporary bonus depending on the influence of their store. Whip-hand: The stableman gains a +2 insight bonus to attack rolls with whip or lasso. He may also spend a luck point to push a horse or team of horses as a free action. Each time this talent is taken. Handle Animal 3 ranks. o Prerequisite: Exotic Weapon Proficiency with the appropriate weapon. the canny trader learned to read both the market and his customers. wars and changing fortunes made the value of a dollar a wild card. Wealth: Poor to Average. • Insightful Care: The stableman gains a +4 insight bonus to Handle Animal and Treat Injury checks when aiding a horse. Prerequisites: Exotic Weapons Proficiency (whip). Having the only store in town might be worth a +3 bonus. streetwise). Profession.
Stable Talent Tree
•
•
33
Steve Hunting (order #3510822)
2
. o Prerequisite: Careful Trading. whipping a team of horses across the plains. Ride. Vocation Skills: Drive. the storekeeper either gains a +1 Reputation bonus or a +2 insight bonus to Knowledge (streetwise) and Gather Information checks. Others work at way stations or in stables. being just another trader in a large cowtown might be worth only +1 (or +2 if your stock is especially good). stablemen are more comfortable with animals than people and generally reckon that a good horse is more honest than most men. Ambitions: Many storekeepers had high hopes for the success of their business and dreamed of founding their own mercantile empires to rival the Hudson Bay Company. but can turn his whip into a weapon should the need arise. Wealth: Poor. Stablemen gain no Reputation
Stableman
In an age where gold strikes.Vocation Skills: Bluff or Diplomacy. Repair. Reputation Bonus: bonuses. Careful Trading: The storekeeper knows the value of an item.
Trader Talent Tree
•
The stableman is talented at taking care and guiding horses. • Sociable: The general store owner gets to know everyone.

•

Masterful Driver: Under the stableman’s steady hand, he can keep a stagecoach moving and intact no matter what the conditions. The stableman may choose to transfer damage from a vehicle he is driving to himself as a free action. This damage takes the form of bruises and fatigue, not wounds.

Much of the cowboy’s time is spent out on the range, hunting strays or guarding against rustlers. • The Long Ride: Cowboys must ride for long days, trekking across countryside on the range. A cowboy may regain hit points over a day’s ride as if he were resting in bed. Far Range: The cowboy is adept at pushing his mount and finding the best route along a trail. He may travel 10% more miles per day instead of the usual amount. Life in the Saddle: The cowboy may always take 10 on Ride checks, even in dangerous or stressful situations such as combat.

Riding the Range Talent Tree

Vocations

Vast herds of longhorns and white face cattle now graze where the buffalo once roamed. The huge ranches employ cowboys to keep watch over their stocks, to bring them in for branding and to drive them north to the cowtowns and the slaughterhouses. At the end of a drive, gangs of cowboys, flush with pay, ride into town and raise hell. Prerequisites: Handle Animal 3 ranks. Vocation Skills: Handle Animal, Ride. Wealth: Varies – Well Off at the end of a trail drive, dropping down to Struggling or Penniless later in the year. Reputation Bonus: increases. Cowboys gain no Reputation

Cowboy

•

•

The art of the cattle drive requires its own specialised techniques. • Cowpuncher: A cowboy can bring a steer down by wrestling it to its knees. When grappling, the character may ignore size modifiers to grapple checks when dealing with creatures that are within one size category of himself (he may grapple Large creatures without penalty). Animal Dodge: Dealing with thousands of fearful stampeding cattle has given the cowboy a sixth sense when it comes to avoiding getting trampled. He gains a +4 dodge bonus to Melee Defence when facing a Large animal. Lariat Master: The cowboy has a +2 insight bonus to attack rolls with a lasso. o Prerequisite: Exotic Weapon Proficiency (Lasso)

C o w p u n c h i n g T alent Tree

The trails were blazed by scouts; they move through the wilderness like ghosts, appearing when needed or when they find their quarry. Their paths criss-cross the country, from sea to shining sea. Many of the best scouts are Indian or mixed-blood, travelling paths now lost to their people. The army employs many scouts, while others can be found on what frontier is left. Prerequisites: Survival 3 ranks, Track feat. Vocation Skills: Handle Animal, Ride, Spot, Survival. Wealth: Poor. Reputation Bonus: A scout’s Reputation increases by +1 every year he spends travelling.

Scout

•

The scout is astonishingly stealthy and cunning. •

Scouting Talent Tree
Whisper of the Land: The scout has learned to put his ear to the ground and hear the rumours of the land. He may retry a failed tracking check and use his Listen skill instead of Survival. o Prerequisite: Track feat. Trailblazer: The scout may identify the best path through any terrain. Anyone following a scout gains a +2 morale bonus to any Fortitude saves, Drive or Ride checks used to navigate or endure hardships on the trail. Stealth: The scout is a master of stealth in the wilderness. He gains a +2 insight modifier to Hide

•

•

•

34
Steve Hunting (order #3510822)

2

and Move Silently checks in the wild. o Prerequisite: Trailblazer.

Most scouts have a single trustworthy steed that has carried them across the land. • Animal Companion: To take this talent, the scout must have a suitable horse. He gains a +4 insight bonus to all Handle Animal or Ride checks made with the horse. He may also handle the horse as a free action or push it as a move action. However, if the animal companion is slain, the scout loses all his luck and suffers a –2 morale penalty to all rolls until he obtains a replacement companion by retaking this talent. Enhance Companion: The horse gains an animal level. This feat may be taken multiple times. o Prerequisite: Animal Companion. Faithful Friend: The horse has an eerie affinity with the character. It is always able to find him, and tends to turn up in the nick of time. The character may spend a luck point to have his companion appear nearby. o Prerequisites: Animal Companion. Improved Mount: The scout’s companion gains an extra horse feat. This talent may be taken multiple times.

Favoured Horse Talent Tree

Thur’s wealth in them thar cows. With free-range grazing being the most common type of ranching in the West, and good money being paid for beef up north, the practise of stealing cattle has become common. Almost every cowboy has mavericked a calf from a neighbouring ranch and some have become full-time rustlers, raiding cattle from the herds and illegally selling them to other ranchers – even, on some occasions, back to their original owners. Prerequisites: Exotic Weapons Proficiency (lasso). Vocation Skills: Handle Animal, Hide, Ride, Survival. Wealth: Penniless. Reputation Bonus: Rustlers gain no Reputation.

Rustler

•

•

Stealing cows out from under the nose of watchful ranches requires a certain daring. • Cause Stampede: The rustler is skilled at scattering and alarming herds of animals. He has a +4 insight bonus to all attempts to cause panic among animals. Swift Rope: The rustler can throw a lasso extremely quickly and accurately. He has a +2 insight bonus to all attack rolls with lassos. o Prerequisite: Exotic Weapon Proficiency (lasso)

Rustling Talent Tree

•

•

35
Steve Hunting (order #3510822)

2

•

Vanish into the Wild: The DC to track a rustler’s trail is increased by +1 for every two ranks the rustler has in Survival.

Vocations

The explosion of wealth in the West from mines, land claims and so on, coupled with the general lawlessness and lack of law enforcement means that many try their hands as bank or train robbers, stagecoach hijackers or payroll thieves. It is a lot easier to make a fortune by donning a mask and pointing a pistol in some poor clerks face – but it is also a quick route to the hangman’s noose. Prerequisites: None. Vocation Skills: Bluff, Intimidate, Hide, Move Silently. Wealth: Struggling. Reputation Bonus: Robbers automatically have a Bad Reputation. They gain a +1d4 Reputation increase with every successful robbery.

Robber

Blowing open a vault with dynamite is the easiest approach, but is noisy and draws unwelcome attention. • Improved Demolitions: The robber can guess just how much explosive to use to blow open a container. He has a +4 insight bonus to Demolitions checks when blowing items open (but not when blowing items apart, or up…) Keen Ear: The character can hear the fall of tumblers inside a mechanical lock. He may take 10 on an Open Lock check even when stressed or under fire.

Safecracking Talent Tree

•

A good robber learns to commit his crimes quickly, then make for the hills before the law shows up. • Improved Intimidate: The robber may substitute his 10 + Reputation for the d20 roll when making an Intimidation check against any character who is of lower level than the robber. Planning the Job: If the robber spends one hour casing a building, he may plot the best method to attack it. Any cover bonuses are reduced by one category – a clerk hiding behind a desk has only one-quarter cover, not one-half should the robber shoot at him. Overwatch: The robber may ready an action to shoot anyone within 30 feet. He may act normally while holding this readied action, but may not attack (mechanically, he has two move actions each round). When the robber’s readied action is triggered, the robber must make a Reflex save (DC equals the initiative score of the character who triggered the readied action). If the save is successful, the robber’s shot happens first; if the save is failed, then the robber shoots after the other character has acted. o Prerequisite: Improved Intimidate

R a i d i n g T a l e n t Tree

The great Missouri-Mississippi is the border between East and West, travelled by paddleboats, steamers, floating casinos and cargo ships of all descriptions. Further West, water becomes much less common until the Pacific, but there are still rivers and lakes to be navigated. The boatman is a crewman or croupier on the larger vessels, or master of his own smaller ship. Prerequisites: None. Vocation Skills: Gamble, Repair, Swim. Wealth: Average. Reputation Bonus: Boatmen do not gain in Reputation.

Boatman

•

The boatman has a few unique talents to call his own. • Confined Spaces: The boatman is adept at fighting inside very confined spaces such as belowdecks on a ship. He gains a +1 Dodge bonus to his Defence when there are two walls within ten feet of him, or in conditions where there are lots of obstacles and barriers scattered around. Knock Overboard: One good solid punch can knock a man overboard. The boatman may choose to knock an opponent back with a brawl attack instead of dealing damage. The target is knocked back one foot for every point of damage that would normally be inflicted. This attack only works on creatures the same size or smaller than the boatman. A boatman may only make one Knock Overboard attack per round.

Boatman’s Talent Tree

•

•

36
Steve Hunting (order #3510822)

2

Drinking and gambling are the two most common pastimes in the West, and both can be found in the saloon. The bartender is often the centre of a community – all life passes through his saloon, so he is the first to hear gossip and rumours. The bartender is often something of an authority in town, on a par with the mayor or preacher in terms of influence. Prerequisites: None. Vocation Skills: Diplomacy, Knowledge (streetwise), Sense Motive. Wealth: Average. Reputation Bonus: Bartenders gain a +1 Reputation increase every two years.

Bar t e n d e r

•

Know Everything That Goes On In Town: The bartender is a clearing house for rumours. While running his own bar, he automatically hears any rumours that come through town without having to make a Gather Information check. This talent can only be used while the bartender is running his own drinking establishment for at least two weeks.

The bartender has a knack for uncovering secrets. •

Tending Bar Talent Tree
Duck Behind The Bar: If the bartender is within five feet of a bar or similar cover (water trough, bed), he may take cover behind it as a free action. He may take this action outside of the normal initiative cycle. Talkin’ About It: The bartender may wheedle secrets out of drinkers at his bar. He gains a +3 insight bonus to Gather Information or Sense Motive checks made against drunk people. He also gains a +3 bonus to Fortitude saves against impairment from drunkenness.

The vast plains of the Midwest have attracted thousands of settlers. Some have their own small farms, others work on ranches or dwell in small towns practicing some craft. The simple life of a settler is peaceful and perhaps dull compared to riding the range or working as a hired gun, but it is warmer in the winter and cooler in the summer, and offers the chance to raise a family in comparative security. Prerequisites: None. Vocation Skills: Craft (any), Handle Animal. Wealth: Poor. Reputation Bonus: Reputation. Settlers do not increase in

Settler

•

37
Steve Hunting (order #3510822)

2

he may spend a luck point at any time to change this talent
Tenderfoot Talent Tree
38
Steve Hunting (order #3510822)
2
. • Pillow Talk: If the soiled dove spends a few minutes talking with a man. If the character has lost a limb through infection or injury. he can learn to cope with his reduced abilities and overcome the penalties caused by amputation. Perform. the soiled dove may be trying to escape her immoral fate or consider it just another way to survive in this harsh world. a wounded settler can adapt to a changed situation. Prerequisites: Character must be female. The ratio of men to women is heavily tilted away from the fairer sex – in some regions. However. Rose of the Prairie: Even the cruellest bandit might pause at the thought of hurting a woman.Settlers gain few unique talents from their choice of vocation. Sometimes an object.
Soiled Dove Talent Tree
Vocations
•
•
•
•
•
The West needs women. sometimes a performer. Retire: The final settler talent allows a character to put his gun aside. Vocation Skills: None. page XX.
S e t t l e r T a l e n t Tree
Soiled Doves can use their position and talents to gather information or inspire others. This talent may only be taken by a character who is level 5 or higher. Reputation Bonus: Reputation. Gather Information. The soiled dove regains these transferred luck points normally. Vocation Skills: Bluff. Such a tense imbalance has led to the rise of all sorts of immoral activities – dance halls. Wealth: Well Off. there are forty men or more to one woman. See Amputees. she gains a +4 insight bonus to Sense Motive and Gather Information checks made against him. but gains no immediate benefit from it. when he changes vocation. The soiled dove is a woman who came West due to involvement in such things (or perhaps was forced into this life when tragedy and penury befell her). settle down and raise a family. he may spent two talent choices to gain any other talent from any vocation. The player may transfer half his remaining luck points to his next player character. Prerequisites: A character must start play as a tenderfoot to take this vocation. when he changes vocation. This talent may be taken multiple times. • Leisure Time: Because the settler has time to practise and relax in the long evenings. other than learning quickly. sometimes a confidant or even a true love. The soiled dove may spend a luck point to activate this talent for ten rounds– anyone trying to attack her must make a Will save at a DC of 10 + her Charisma bonus or be unable to attack her this round. However. Diplomacy. Soiled Doves do not increase in
Soiled Dove
While the dude has come West for only a short time. Wealth: Average to Well Off. The tenderfoot has almost no clue about how to survive in the West. bordellos and so on. She may transfer up to half her current luck points to another character as a free action. but he is a product of the culture and breeding of the civilised East coast and therefore is surely better than any unwashed cow-herder or Indian. but gains no immediate benefit from it. Reputation Bonus: Reputation. This talent may be taken multiple times. Recover from Injury: Over time. Inspire: The soiled dove can transfer luck points to another character. the tenderfoot is here to stay – assuming he survives. • Unrecognised Talent: The tenderfoot may take this talent. Unrecognised Talent: The settler may take this talent. This talent may be used once per day. Tenderfoots do no increase in
Tenderfoot
Tenderfoots have few applicable talents. he may spend a luck point at any time to change this talent into a talent granted by the new vocation.

Vocation Skills: Ride.
Infantry Talent Tree
•
39
Steve Hunting (order #3510822)
2
. The character gains a +2 morale bonus to attacks and his Defence score when charging. and is capable of doing so again.
The famed U.S. Sound the Charge: The familiar bugle of the cavalry has sounded on many battlefields and killing grounds. The famous ‘Buffalo Soldier’ units were formed during this era. and a +1d6 increase in Reputation if in command during a major battle. Actively serving troopers can be found in saloons and whorehouses near these forts. to keep watch on Indian reservations or to guard the borderlands against Mexican adventurers.into a talent granted by the new vocation. some wanted to forget their pasts. • Veteran: The soldier has killed before. A cavalry officer gains a +2 bonus to Survival.
Cavalry Talent Tree
The United States army has forts throughout the West. Through the Smoke: The soldier is used to fighting in difficult conditions. Reputation Bonus: A trooper gains +2 Reputation whenever he is promoted. He has a +1 bonus to ranged attacks. In The Nick Of Time: The cavalry tend to show up just when they are needed. Wealth: Average. Other ex-soldiers went West after the Civil War. He only gains these luck points the first time he risks life and limb. Spot. Search and Ride checks when searching for someone in need of rescue. He may reduce the miss chance due to concealment by up to 25%. This talent may be taken multiple times.
Tr o o p e r
The Civil War was primarily fought with infantry. Spot. marching through the smoke and carnage of the battlefield. Improved Mounted Combat: The penalties for firing weapons from horseback is halved. while others hoped to put their military training to use as hired guns. Search. made up of black soldiers who were later assigned to western forts. • Beginner's Luck: The tenderfoot gains 1d6 luck points whenever he does anything amazingly stupid due to his ignorance of Western culture and conditions. Prerequisites: None. Cavalry was formed to fight on the wideopen plains and prairies.

If he already possesses that talent. The journalist must make a Craft (writing) check. This talent may only be taken at character generation. many famous gunslingers and lawmen (and bandits) attracted their own biographers and chroniclers.
Vocations
This tree of talents relates to a character’s rank within the army. the DC is at least 10. Knowledge (any). Diplomacy or Charisma check.•
Indomitable Endurance: An infantry soldier often carries old wounds. The scouts and cowboys may have built the West. if successful. 1d6 people take action. the ‘journalist’ was also the editor. He may substitute his current 10 + Reputation instead of rolling a d20 when making an Intimidation. Listen. Vocation Skills: Bluff. Sense Motive. but it was the journalists and writers that created it. or after the character takes a serious (or worse) wound. the only religion might come from the occasional visit of a wandering cleric. This talent also counts as being part of the Research tree for the purposes of taking that feat. Move Silently and Spot checks while trying to investigate a potential story. but is tougher and has learned to cope with the pain. Even in larger towns with multiple religious leaders. Gather Information. • Corporal: The officer is or was in charge of a squad or handful of men. Out in the wilderness of mining camps and isolated communities.
Preacher
40
Steve Hunting (order #3510822)
2
.
Power of the Press Talent Tree
•
This talent tree centres on ferreting out the truth. if the check fails. printer and publisher. requisitioning equipment or even borrowing soldiers for private enterprises.
J o u r n a l i st
•
From well-meaning missionaries trying to bring Christianity to the heathens (both white and red) to fire-and-brimstone preachers. Moral Outrage: The journalist can write an article that attracts a great deal of attention from his readership. •
Investigative Talent Tree
Hard-hitting Questions: By bombarding a target with a series of questions. Craft (writing). Exaggerated tales of heroism and danger became wildly popular. He may use the Smart Hero’s Plan talent. Note that only a fraction of these people will take effective action. The journalist must spend a luck point to activate this talent. He may request aid from the army. the target automatically fails his next Bluff check made against the journalist. the man of God is a common sight in many towns. and reduce the impairment penalties from wounds by an equal amount. The journalist may make a Craft (creative writing) check at a DC of the target’s Reputation. he gains a +5 insight bonus to any attempt to use the Smart Hero Plan talent. The journalist may make a Bluff check opposed by the target’s Will save. and has a certain level of respect and fame. o Prerequisite: Captain
S o l d i e r i n g T a l ent Tree
This talent tree emphasises manipulating public opinion and fame.
•
Small-town newspapers were founded in many towns. Wealth: Well Off. He may reduce his permanent hit point total by up to four points. then the Reputation is increased or decreased by one. the townsfolk often could not afford a church for each denomination. o Prerequisite: Corporal General or Major: The officer was once in charge of a whole regiment. and the myth of the West became firmly embedded in the public consciousness. Diplomacy. provoking strong emotions and even action from them. Search. so the various faiths were often forced to share a single building until the town’s wealth and population grew. and varies depending on the issue at hand. Captain: The officer once commanded a company. the journalist may force a target to say something they did not mean to. Pursuit of the Story: The journalist receives a +2 morale bonus to Hide. High-ranking characters have more experience in command. Prerequisites: None. Reputation Boost: By writing an article praising or damning an individual. the journalist may increase or decrease the target’s Reputation.
Reputation Bonus: A journalist or writer gets a +1d6 bonus in Reputation whenever he has a major newspaper scoop or popular new novel. For every point by which the journalist’s result beats the DC. As the appeal of the West grew.

Wealth: Well Off. Righteous Anger: The preacher may make a Knowledge (theology and philosophy) check to justify his actions according to his faith. For every point by which the preacher’s result beats the DC.
This talent tree covers the power of faith and belief. cheating could lead to shooting in quick order. so fleecing flush miners and cowboys of their hard-won money. Gather Information.
morale bonus to Will saves and Concentration checks for the rest of the day. Concentration. Unsuccessful gamblers had to be quick with their guns. The preacher regains these luck points normally. Reputation Bonus: A preacher may add his Charisma modifier to his reputation every year. He may add half his ranks in Concentration to any Bluff checks that are being opposed by another’s
Gambling Talent Tree
41
Steve Hunting (order #3510822)
2
. usually Average. Vocation Skills: Bluff. the DC for this check ranges from 5 (genuinely good acts) to 20 (tortuous logic and blind faith are needed). Moral Outrage: The preacher sways hearts and minds. the DC is at least 10. Wealth: Varies. 1d6 people take action. The preacher must make a Perform check. and varies depending on the issue at hand. Knowledge (any). Reputation Bonus: A Gambler gains a +1 Reputation bonus for every $1. Sleight of Hand. If the check succeeds. Vocation Skills: Bluff.Prerequisites: None. Gamble. the preacher gains a +2
While the gambler normally relies on his Gambling and Sleight of Hand skills. Perform. these talents give him an extra edge. Intimidate.
Preacher Talent Tree
A man with sufficient nerve and luck could make a good living as a gambler or card sharp. the preacher may transfer up to a quarter his luck points to another character or group of characters. Diplomacy. Prerequisites: None. Sense Motive. Games like poker were very popular diversions in the West.
Gambler
Blessing: By firing up his faithful with the power of the Lord. Note that only a fraction of these people will take effective action. provoking strong emotions and even action from his flock. too.000 he wins or loses. • Poker Face: The gambler is careful to hide any signs that might give away his current state of mind.

Treat Injury. Detect Mark: The gambler has a knack for finding those with more money than sense. Knowledge (physical sciences). If the check is successful. Reputation Bonus: A doctor gains a +1 bonus to his Reputation for every year of practising. but can only use these luck points for gambling. He may make a Gather Information check (DC 10) to locate any games of chance in town.
Doctor
•
42
Steve Hunting (order #3510822)
2
. The gambler may take this talent multiple times. • Devil's Luck: The gambler gains 2d6 luck points. but does ensure that the gambler’s face is virtually unreadable. a doctor was a necessity for any community. Anyone with a basic knowledge of anatomy and medicine could practise as a surgeon. • Improved Surgery: The doctor gains a +4 insight bonus to Treat Injury checks for surgery. Vocation Skills: Craft (chemical).
A specialised doctor learns several extra talents beyond simple medicine. He may make a Treat Injury roll at a DC of 5 + (amount of ability score damage x 5). Get Back On Your Feet: The doctor may cure ability score damage.Sense Motive. Improved Care: Patients under the doctor’s care regain 6 + their Constitution bonus in hit points per day instead of 4 + their Constitution bonus. o Prerequisite: Surgery feat. or to locate people open to gambling. Prerequisites: Treat Injury +1. This talent may only be used once per day on a particular patient.
Sawbones Talent Tree
•
Vocations
•
In the violent and dangerous West. he cures one point of ability score damage. This does not make a lie any more believable.

A
Skills And Feats
modifiers can be much higher than 23 once ability bonuses and other factors are added in.
Using Skills
Unlike with attack rolls and saving throws. among others. a natural roll of 20 on the d20 is not an automatic success when making a skill check. Miscellaneous Modifiers: Miscellaneous modifiers include bonuses provided by feats and class features. Those are circumstantial or synergy modifiers and they augment the check. Miscellaneous modifiers can be anything from synergy bonuses (we will get to those later on) to circumstantial bonuses and penalties based on where you are doing the skill and how many desperadoes are blazing away at you. Skill modifiers follow a simple equation: Skill modifier = skill ranks + ability modifier + miscellaneous modifiers.
Difficulty Class
•
Difficulty Class Examples
Difficulty (DC) Very easy (0) Easy (5) Average (10) Tough (15) Challenging (20) Heroic (30) Nearly impossible (40) Example (Skill Used) Notice something very large in plain sight (Spot) Climb a knotted rope (Climb) Palm a coin (Sleight of Hand) Rig a wagon wheel to fall off (Disable Device) Safely ride a horse at full speed over rocky terrain (Ride) Leap across a 30 foot chasm (Jump) Track a warparty of Indians across hard ground after 24-hours of heavy rainfall (Survival)
•
Ranks indicate how much training. and penalties such as the ones associated with injuries. or innate talent a character has with a given skill. he gets 1 rank in the skill for each skill point spent. experience. and that some tasks become so simple and some people become so adept that skills failing one time in twenty just is not reasonable. When making a skill check. Ability Modifier: The ability modifier used in the skill check is the modifier for the skill’s key ability (the ability associated with the skill’s use). The character’s class and Intelligence modifier determine the number of points received. you roll 1d20 and add the appropriate skill modifier. To be a little more specific: • Skill Ranks: A character’s ranks in a skill is based on the number of skill points the character has invested in the skill. not the Difficulty Class. This reflects the fact that bonuses and penalties with skill checks can often be wider than the twenty point margin of the die roll itself. This number is the sum total of every condition inherent in the check itself and does not include environmental factors or aspects outside the scope of the basic skill. If the character buys a cross-class skill. Half a rank does not add anything to the modifier for using that skill. Skill
Acquiring Skill Ranks
43
Steve Hunting (order #3510822)
2
. but it does allow a check when the skill can only be used trained. Each skill has a number of ranks.
character has a number of skill points (see Chapter Two.
To make a skill check. The DC is a number set by the Games Master (using the skill rules as a guideline) that a character must attain to succeed. and a natural roll of 1 is not an automatic failure. but skill ranks themselves can never be higher than 23. he gets ½ rank per skill point spent. doing this is also called making an untrained skill check. Some skills can be used even if the character has no ranks in the skill. Character Creation) that are used to buy skills. a character adds his skill ranks to the roll as part of the skill modifier. from 0 (for a skill in which a character has no training at all) to 23 (for a 20th-level character who has increased a class skill to its maximum rank). The key ability of a skill is noted in its description. If the character buys a class skill.
Skill Checks and Automatic Rolls
Some checks are made against a Difficulty Class (DC).

The character does get other modifiers. The Games Master can alter the odds of success in various ways to take into account exceptional circumstances. A bonus on a character’s skill modifier or a reduction in the DC of the check has the same result . and sometimes that distinction is important.)
Trying Again
•
•
Generally. Check the applicable skill description to find out if. every character involved rerolls the check. a character can ‘take 20’.
O p p o s e d ( C o n t e sted) Checks
be used only if the character is trained in the skill. But they represent different circumstances. the character makes a skill check as described.
Example Opposed Checks
Attempted Action Trying to sneak past a guard dog Convincing a sheriff that you did not see which way they went Hiding from a war party Chasing after a stolen stagecoach on horseback Disguising yourself as a preacher Grabbing the bag of gold dust off the counter without being seen Recognising that a $10 bill is counterfeit Skill Move Silently Bluff Opposing Skill Listen Sense Motive
Some situations may make a skill easier or harder to use. • Give the skill user a +2 circumstance bonus to represent conditions that improve performance. though. the highest key ability score wins the tie. and under what circumstances. Reduce the DC by 2 to represent circumstances that make the task easier. Conditions that modify how well the character must perform the skill to succeed change the Difficulty Class. as per the rules given below.Skills and Feats
Some skill checks are opposed checks. the consequence must be suffered first. resulting in a bonus or penalty to the skill modifier or a change to the skill check’s DC. If the use of a skill carries no penalty for failure. and assume that he keeps trying until he eventually succeeds (assuming he has enough of a modifier to succeed.
Favourable and Unfavourable Conditions
Hide Ride
Spot Drive •
Disguise Sleight of Hand
Spot Spot •
Forgery
Forgery
•
If a character fails a skill check. such as the ability modifier for the skill’s key ability. a character can try again. if the task requires tools.they create a better chance for success. usually another character’s skill check result. Some skills cannot be tried again once a check has failed for a particular task. such as having a friendly audience when making a Perform check. (Improvised tools reduce the penalty to –2). Even if these offer another try. Give the skill user a +2 synergy bonus for having another skill that directly aids with the current task. such as making a Perform check in front of a hostile audience. If those scores are the same. Give the skill user a –2 circumstance penalty to represent conditions that hamper performance. such as being forced to use improvised tools or possessing misleading information. They are made against a randomised number. such as having the perfect tool for the job. if a character attempts to use a skill he does not have any ranks in. For ties on opposed checks.
44
Steve Hunting (order #3510822)
2
. the character with the higher base skill bonus wins. Many skills have natural consequences for failing that must be accounted for. The character’s skill modifier does not include skill ranks because the character does not have any. there are very few circumstances that will allow untrained use of such a skill. Give the skill user a –4 circumstance penalty for not having appropriate tools for the job. Increase the DC by 2 to represent circumstances that make the task harder. getting help from another character. he can sometimes try again. Some skills can
U n t r a i n e d S k ill Checks
Conditions that affect a character’s ability to perform the skill change the character’s skill modifier. or working under conditions that are significantly better than normal. If these are also the same.

Distractions and threats make it impossible for a character to take 10. calculate the result as if the character had rolled a 20. while the others try to aid the character in his efforts. In general. Sometimes.
Time and Skill Checks
making a single check (2 minutes for a skill that can normally be checked in 1 round). See the skill description for specifics on how long a skill takes to use. several rounds. or even longer. If the check succeeds. Two kinds of ‘diceless’ skill checks exist.
In some situations. he may choose to take 10. taking 10 results in a success. though the Games Master may allow exceptions for truly routine activities. and the character cannot take 10 on this check. is faced with no threats or distractions and the skill being attempted carries no penalty for failure. One character is designated as the leader in the effort. a character can use a skill under more favourable conditions and eliminate the luck factor. Taking 20 takes twenty times as long as
Checks without Rolls
•
45
Steve Hunting (order #3510822)
2
. Instead of rolling 1d20 for the skill check. This is an attack action. calculate the result as if the character had rolled a 10 (an average roll on a d20). Nearby opponents get to make attacks of opportunity against a character when he lets his guard down. usually in the face of time pressure or distraction. It might take no time at all. A character aids another by making a skill check (DC 10). Taking 20: When a character has plenty of time. When people make attacks of opportunity with firearms. though. a character can take 20.
Aiding Another
A skill check represents an attempt to accomplish some goal. the character’s ally gains a +2 circumstance bonus to apply to his skill check to complete the task. using a skill that requires concentration while in close combat is dangerous. characters can cooperate to accomplish a given task. bleeding happens. Taking 20 is the equivalent of attempting the check over and over again until the character gets it right. • Taking 10: When a character is not being threatened or distracted. Types of actions define how long activities take to perform within the framework of a combat round (6 seconds) and how movement is treated with respect to the activity. Instead of rolling 1d20 for the skill check. A character also cannot take 10 when using a skill untrained. For many relatively routine tasks.Using a skill might take a round.

but special attention must be given to named modifiers. Specific bonuses that do not stack include competence.In many cases. The Games Master may always limit aid another attempts as he sees fit for the conditions. synergy bonuses. keep the following details in mind: • Trained Only: If ‘Trained Only’ appears on the line beneath the skill name. and the check’s DC. wide 10 Uneven or angled 10 2–6 in. Any bonus without a descriptor (such as simply a +1 bonus) stacks with other bonuses. morale.
S k i l l D e s c r i p t ions
Balance is used when trying to run along a roof-beam in a barn. or in any other situation where standing tall is a lot harder than normal. it means the skill works the same even when used untrained. they do not stack. cover. such as ‘equipment bonus.
Balance Check DCs
Narrow Surface DC* Difficult Surface DC 7–12 in. If any particular notes apply to trained or untrained use. 20 Damaging surface +5 wide *Add +5 to the DC if the narrow surface is slippery or angled.
•
46
Steve Hunting (order #3510822)
2
. If this entry is omitted.
•
Special: Any particular notes that apply. Time: How much time it takes to make a check with this skill. walk along the top of a moving train. Circumstance bonuses stack only if they are provided by differing circumstances. regardless of their descriptors. All penalties stack. the following information is given: • Check: What a character can do with a successful skill check. a character’s help will not be beneficial or only a limited number of characters can help at the same time. The difficulty varies with the conditions of the surface. inch your way along a rocky ledge high above a canyon. If ‘Trained Only’ is omitted. add +10 if it is both slippery and angled.
Skills and Feats
A modifier provides a bonus (a positive modifier) or a penalty (a negative modifier) to a die roll. Check Penalty: If ‘Check Penalty’ appears on the line beneath the skill name. A failure indicates that the character spends his move action keeping his balance and does not move. The first line of every skill listing includes the following: • • • • Skill Description Format Skill Name (Key Ability) Trained Only. If this entry does not appear. Every applicable modifier. skills are presented in alphabetical order in the following format.’ generally do not stack (combine for cumulative effect) with others of the same type. the skill can be used untrained.
•
In OGL Wild West. if two circumstance bonuses caused by similar circumstances apply. A damaging surface is any walking area that causes the character to take damage while he is contiguous with it. a character must have at least 1 rank in the skill to use it. is added to the check result.
M o d i f i e r T y p e s and Stacking
•
•
When reading a skill description. A failure by 5 or more indicates that the character falls. Check Penalty)
Below the primary skill line. The only specific bonuses that stack are dodge bonuses. A successful check allows the character to move at half his speed along the surface as a move action. wide 15 Slippery surface 10 Less than 2 in. apply the check penalty for any encumbrance caused by the character’s equipment load to checks involving this skill. and size. Untrained: Any details about using a skill untrained. equipment. Check Penalty (if applicable) Key Ability: The abbreviation for the ability whose modifier applies to the skill check. Bonuses with specific descriptors. Try Again?: Any conditions that apply to repeated attempts to use the skill for a particular purpose. such as whether a character can take 10 or take 20 when using the skill.
Balance (Dex. The majority of the skill’s entry occurs in this section. such as a burning window ledge. or that an untrained character cannot make checks with this skill (true for skills that are designated ‘Trained Only’). natural armour. the skill check can be tried again without any inherent penalty other than taking additional time. Check: The character can walk on a precarious surface. only the best bonus of that type applies. they are covered in the Special section (see below). positive and negative. In those cases. and sometimes circumstance bonuses.

he must make a Balance check again to remain standing.
Bluff Checks
Sense Motive Example Circumstances The target wants to believe the character (I knew there was gold in those hills). Favourable and unfavourable circumstances weigh heavily on the outcome of a bluff. so now I can go back to town?) The bluff is way out there. The bluff is believable and does not affect the target much one way or the other (so. A successful Bluff check indicates that the target reacts as the character wishes.Balance Surfaces
Surface Moving train roof Crumbling ledge Tightrope walk DC 15 15 20
the target did not so much see through the bluff as prove reluctant to go along with it.) The bluff is hard to believe or entails a large risk for the target (They hung someone else for the robbery. (Whadya mean. A good Bluff can convince a mark that this horse is not lame (it just walks funny). the character is flat-footed (the character loses his Dexterity bonus to Defence. personality. A character with the Focused feat gets a +2 bonus on all Balance checks. but the character takes a –5 penalty on his Balance check. or that there is a rattlesnake coiled around their left boot and they really. Targets unaware of the character cannot be bluffed. then
Bluff (Cha)
Feinting in Combat: A character can also use Bluff to mislead an opponent in combat so that the opponent cannot dodge the character’s attack effectively. allowing the character to balance while moving his full speed. (Moving twice the character’s speed in a round requires two checks. nature. if the target gets a +10 bonus because the bluff demands something risky of the target. it is almost too incredible to consider. If it is important. Accelerated Movement: The character can try to cross a precarious surface more quickly than normal. unless the character has 5 or more ranks in Balance. there’s a war party of Cheyenne down the trail? I’ll take the left fork instead). even without the +10 bonus). The character can move his full speed. if the character has one). For instance. the bluff is hard to believe or the action that the bluff requires the target to take goes against the target’s self-interest. Creating a Diversion to Hide: A character can use Bluff to help him or her hide. the next attack the character makes against the target ignores his Dexterity bonus to Defence (if the opponent has one). Accelerated movement. Special: A character can take 10 when making a Balance check. but only if you swear to come back with it right after. (I’ll let you take my horse so you can warn the fort. he has seen through the bluff. The DC for a basic message is
47
Steve Hunting (order #3510822)
2
. The bluff is a little hard to believe or puts the target at some kind of risk. (See the Hide skill). at least for a short time (usually 1 round or less). or orders. mechanical men?) Modifier –5 +0
+5
+10
+20
This skill is used by liars and cheats to. A successful Bluff check gives the character the momentary diversion needed to attempt a Hide check while people are aware of the character. and would have succeeded in doing so even if it had not placed any demand on him (that is. or that you did not see which way they went. If the character succeeds. If the target’s Sense Motive check succeeds by 11 or more. Time: Balancing while moving one-half the character’s speed is a move action. lie and cheat. Charging requires one Balance check at a –5 penalty for each multiple of the character’s speed (or fraction thereof ) that the character charges. Using Bluff in this way against a creature of animal intelligence (Int 1 or 2) requires a –8 penalty on the check. and the target’s Sense Motive check succeeds by 10 or less.) The character can attempt to charge across a precarious surface. If the character takes damage. Two circumstances can work against the character. A bluff requires interaction between the character and the target. Against a non-intelligent creature. or the target believes something that the character wants him or her to believe. one for each move action. or that this gold dust is real. Sending a Secret Message: A character can use Bluff to send and understand secret messages while appearing to be speaking about other things. thus lowering his Defence score. well. the Games Master can distinguish between a bluff that fails because the target does not believe it and one that fails because it asks too much of the target.
Being Attacked While Balancing: While balancing. feinting is impossible. but cannot take 20. really should not move a muscle… Check: A Bluff check is opposed by the target’s Sense Motive check when trying to con or mislead. is also a move action.

A slope or tree is relatively easier to catch on (DC equal to slope’s DC + 10). The character can move his full speed. A perfectly smooth. reduce the DC by 5. A surface with sizable ledges to hold on to and stand on. but the character takes a –5 penalty on his Climb check. Pulling yourself up when dangling by your hands. Complex messages or messages trying to communicate new information have DCs of 15 or 20. vertical surface cannot be climbed. If the climb is less than 10 feet. For feinting in combat. flat. A rough surface with no real handholds or footholds. he is flat-footed while climbing (the character loses any Dexterity bonus to Defence). Since the character cannot move to avoid an attack. such as a brick wall. such as a rugged cliff face. Both the sender and the receiver must make the check for the secret message to be successfully relayed and understood. Special: Someone using a rope can haul a character upward (or lower the character) by means of sheer strength. the character may try again freely. Special: A character can take 10 when making a bluff (except for feinting in combat).10. A character with the Deceptive feat gets a +2 bonus on all Bluff checks. or across a slope or a wall or other steep incline (or even a ceiling with handholds). Using Bluff as a feint in combat is an attack action. but cannot take 20. down. make a Climb check against the DC of the slope or wall. The DC of the check depends on the conditions of the climb. a wall with plenty of handholds (not too bad). the eavesdropper realises that a secret message is contained in the communication. Make a Climb check (DC equal to wall’s DC + 20) to do so. (Moving twice the character’s speed in a round requires two checks.) Catching Yourself When Falling: It is practically impossible for a character to catch himself on a wall while falling. Use two times a character’s maximum load to determine how much weight he can haul in this way. a tree. Overhang or ceiling with handholds but no footholds. A knotted rope with a wall to brace against. one for each move action. A rope with a wall to brace against. Failure means the character falls from his current height and sustains the appropriate falling damage.
This skill is used to climb a rope (easy). A slope is considered to be any incline of less than 60 degrees. the character can advance up. but cannot take 20. A character with the Athletic feat gets a +2 bonus on all Climb checks. a failed Bluff check makes the target too suspicious for the character to try another bluff in the same circumstances. Anyone listening in on a secret message can attempt a Sense Motive check (DC equal to the sender’s Bluff check result). a rocky slope (doable). An un-knotted rope.
Climb Checks
DC 0 5 10 10 15 Example Wall or Surface or Task A slope too steep to walk up. An uneven surface with just a few narrow handholds and footholds.
C l i m b ( S t r . Any surface with adequate handholds and footholds (natural or artificial). Time: A bluff takes at least 1 round (and is at least a fullround action) but can take much longer if the character tries something elaborate. C h eck Penalty)
20
25 25 — Modifiers –10*
48
Steve Hunting (order #3510822)
2
. Whether trying to send or intercept a message. A character can take 10 while climbing. or even a sheer cliff (tricky). such as a rough natural rock surface or a tree. or a chain-link fence. such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds. A failed Climb check indicates that the character makes no progress. Check: With each successful Climb check. Condition Climbing inside a chimney or other location where one can brace against two opposite walls (reduces normal DC by 10). a wall is any incline of 60 degrees or steeper. and a check that fails by 5 or more means that the character falls from whatever height he had already attained (unless the character is secured with a rope or other equipment). A knotted rope. If successful.
Skills and Feats
Accelerated Climbing: A character can try to climb more quickly than normal. a failure by 5 or more points means that one side or the other misinterprets the message in some fashion. he understands the secret message. Any time the character takes damage while climbing. Try Again?: Generally. If the eavesdropper beats the DC by 5 or more.

use any that apply. *These modifiers are cumulative. Special: Since Concentration checks are called for in stressful situations. 10 or debris * Such as an activity that requires more than a single full-round action.Climbing a corner where a character can brace against perpendicular walls (reduces normal DC by 5).
–5*
Concentration is used to overcome impairment penalties from wounds. Craft (fletching). ** Such as from catching on fire. A successful Concentration check still does not allow a character to take 10 on a check when he of she is in a stressful situation.
C o n c e n t r a t i o n ( C o n. Craft (woodworking). a character must make a Concentration check (DC 15). Craft (leatherworking). first decide what the character is trying to make and consult the category descriptions below. then all impairment penalties are ignored for the rest of the round. a character must have a kit or some other set of basic tools. This use of Concentration cannot be performed untrained. A character makes a Concentration check whenever he may potentially be distracted (by taking damage. Craft skills are specifically focused on creating objects. Such actions include using skills that provoke attacks of opportunity while in a threatened square. the character may attempt the action normally without incurring any attacks of opportunity. by harsh weather. Craft (writing) and so on. Craft (chemical). Time: Climbing at one-half your speed is a full-round action. so as to avoid attacks of opportunity altogether. dust.
Concentration DCs
Distraction Damaged during the action * Taking continuous damage during the action ** DC 10 + damage dealt 10 + half of continuous damage last dealt 10
Vigorous motion (bouncy vehicle ride. Check: To ignore the impairment penalties from wounds. allowing the character to climb at his full speed. Craft (structural). is a full-round action. galloping horse) Extraordinarily violent motion 20 (earthquake) Entangled in net or snare 15 Grappling or pinned 20 Weather is a high wind carrying 5 blinding rain or sleet Weather is wind-driven hail. riding a horse)
This skill encompasses several categories. Also from an attack of opportunity or readied attack made in response to the action being taken (for activities requiring no more than a full-round action). Some Trained Only)
49
Steve Hunting (order #3510822)
2
. below decks in a storm-tossed ship. a character does not need to make a Concentration check to avoid being distracted. each of them treated as a separate skill: Craft (blacksmithing). A character can move half that far (one-half his speed) as a move action. and so on) while engaged in some action that requires the character’s full attention. small boat in rapids. on deck of storm-tossed ship. Accelerated climbing. such as the disruption of an action that was being concentrated on. To use a Craft skill effectively. To use Craft. If the Concentration check succeeds. If the Concentration check fails. the action automatically fails. If the check succeeds. if an action would not normally incur an attack of opportunity. just as if the character’s concentration had been disrupted by a distraction. If the Concentration check fails. Try Again?: Yes. The Games Master may also call for Concentration checks when a character must focus on a task in difficult circumstances. the character may continue with the action. In general. The total impairment penalty is always applied to this roll. Craft (bowmaking). Some Trained Only)
Violent motion (very rough 15 vehicle ride. +5* Surface is slippery (increases normal DC by 5). The check DC depends on the nature of the distraction. a character cannot take 10 or take 20 on such checks. Moving half that far (one-fourth the character’s speed) is a move action. Craft (gunsmithing). small boat in rough water. though a success does not cancel the effects of a previous failure. but if the Concentration check succeeds. The
Craft (Int. This does not apply to other actions that might incur attacks of opportunity (such as moving). the related action automatically fails (with any appropriate ramifications) and the action is wasted. the character must roll the check as normal. Special: By making a check against DC 15. a character can use Concentration to attempt an action defensively. Craft (mechanical).

a character can take 10 when using a Craft skill to construct an object. he does not make the object. A character with the Builder feat gets a +2 bonus on all Craft (blacksmithing) checks. It is primarily used by Indians. Trained Only)
Craft DC 15 20 25
Time 1 hr 12 hr. T r a i n e d O n l y)
Special: A character requires the raw materials for the item he desires. 12 hr.
This skill is used to make firearms and other gunpowderbased weapons such as cannon.
Craft (chemical) ( Int. disinfectant) Moderate (chloroform) Complex (dynamite) Craft DC 15 20 25 Time 1 hr. 8 hr. 24 hr.
Special: A character without a mechanical tool kit takes a –4 penalty on Craft (mechanical) checks. 12 hr. make the Craft check against the given DC for the object in question. 12 hr 24 hr
Craft DC 10 20 30
Time 4 hr. 24 hr. Type of Blacksmithing (Examples) Simple (batch of nails) Moderate (horseshoes.
Special: A character with the Crafter feat gets a +2 bonus on all Craft (gunsmithing) checks. oil derricks. 48 hr. as well as drugs and other pharmaceuticals. such as knives and sabres. The exception is Craft (writing). 24 hr.Skills and Feats
character must acquire appropriate raw materials before beginning. T r a i n e d O nly)
This skill allows a character to build mechanical devices and engines. Trained Only)
This skill allows a character to forge items from iron and steel.
This skill covers both the production of explosives and other industrial chemicals. rapier. If the character succeeds at that check.
50
Steve Hunting (order #3510822)
2
. Type of Bowmaking (Examples) Simple (arrow) Moderate (normal bow) Complex (masterwork bow) Craft DC 15 20 25 Time 1 hr. hunting knife) Complex (steam engine parts. and the character uses up the raw materials after the first attempt). along with specialised equipment. pumps and so on. rifle) Complex (machine gun)
Craft (gunsmithi ng) (Int)
Craft DC 10 20 25
Time 1 hr.
C r a f t ( b o w m a k ing) ( I n t . and the raw materials are wasted (unless otherwise noted). such as steam engines. a character can take 20 because the character does not use up any raw materials.
This skill is used to make bows and arrows.
Special: A character with a knife and suitable raw materials can make a bow – no special tools are required. Blacksmithing is also used to make metal melee weapons. Generally. Type of Chemistry (Examples) Simple (acid. gunpowder. It is also used to make bullets. A character with the Builder feat gets a +2 bonus on all Craft (mechanical) checks. Type of Gunsmithing (Examples) Simple (Cast bullets) Moderate (pistol. If the character fails the check. sabre)
Craft ( b l a c k s m i t h i n g ) (Int. but a few outsiders have learned the craft. Type of Scratch-Built Mechanical Device (Examples) Simple (tripwire) Moderate (mechanical clock) Complex (steam engine)
Craft (mechanical) (Int. but cannot take 20 (since doing so represents multiple attempts.
Special: A character cannot use blacksmithing without a forge and metalworking tools. mills.

or complex (or more!) in scope and difficulty. A character with the Builder feat gets a +2 bonus on all Craft (structural) checks. and building cabinets. snare) Moderate (concealed pit. roofing. 6 hr. or to carve fine works of art or masks or useful tools. desks. including bookcases. 120 hr. Type of Scratch-Built Structure (Examples) Simple (bookcase. and so forth.
Damage Entangle 1d6 By weapon used
When building a structure from scratch. the character describes the kind of structure he wants to construct. houses. Special: A character without basic tools such as a hammer and nails takes a –4 penalty on Craft (structural) checks. then the Games Master decides if the structure is simple.
Time 1 hr 3 hr. Type of Trap (Examples) Simple (tripwire.This skill allows a character to build wooden or stone structures from scratch. and includes such handyman skills as house painting. bear trap) Complex (lethal boobytrap) Craft DC 10 15 20
Craft (traps) (Int. stable) Complex (house)
Craft (structural) (Int)
This skill allows a character to build and hide traps for catching animals – or people. It is also used to prepare lumber for construction work.
Craft (woodworking) (Int)
51
Steve Hunting (order #3510822)
2
. Trained Only)
Craft DC 10 15 25
Time 12 hr. moderate. false wall) Moderate (shed.
Woodworking it used to whittle items from scraps of wood.
The base Search DC to find a trap is DC 10 – the character building the trap may take a penalty to his roll to increase the Search DC by an equal amount. 24 hr. walls.

novels. Place Explosive Device: Carefully placing an explosive against a fixed structure (a stationary. he does not disarm the explosive. If the check succeeds. A character cannot take ranks in this skill without having the Literacy feat. In all cases.Skills and Feats
Type of Woodworking (Examples) Just whittlin’ away. Disarm Explosive Device: Disarming an explosive that has been set to go off requires a Demolitions check. depending on the scope of the project. it deals normal damage to all other targets within its burst radius. On a result of 25 or higher. but usually takes a day. T r a i n e d O n l y)
52
Steve Hunting (order #3510822)
2
. correct placement and using explosives safely falls within the purview of this skill. 25 for standard codes. the Games Master makes a Wisdom check (DC 10) for the character to see if he avoids drawing a false conclusion about the text. the explosive goes off.
This skill allows a character to create short stories. Special: A character can take 10 when using the Demolitions skill. 8 hr. more often. Check: Setting a simple explosive to blow up at a certain spot does not require a check. failure means that the character
D e c i p h e r S c r i p t (Int. (Success means that the character does not draw a false conclusion. unless the person who set the detonator chose a higher disarm DC. newspaper articles. Skill Check Result 9 or lower 10–19 20–24 25–30 31 or higher Effort Achieved Untalented amateur Talented amateur Professional Expert Master
C r a f t ( w r i t i n g ) (Int)
A character does not need this skill to use dynamite and other explosives – lighting the fuse and running away is simple enough. it deals triple damage to the structure.
does. If the check fails. Check: A character can decipher writing in an ancient language or. If the character fails by more than 5.
Special: A character with the Crafter feat gets a +2 bonus on all Craft (woodworking) checks. Special: A character can take 10 when making a Decipher Script check. Special: A character with the Creative feat gets a +2 bonus on all Craft (writing) checks. Try Again?: No. If the character fails the check. and similar works of writing.
This skill is used for code-breaking. biding my time Simple (planks of lumber) Moderate (rifle stock. The Games Master makes the check (so that the character does not know exactly how well he has done). Placing an explosive device takes 1 minute or more. This can also be used to interpret the meaning of an incomplete text. On a result of 15 or higher. as does disarming an explosive device. the player simply makes a Craft (writing) check. Time: Setting a detonator is usually a full-round action. 24 hr. stage players. The base DC is 20 for the simplest messages.) The Games Master secretly makes both the skill check and the Wisdom check so the character cannot tell whether the conclusion drawn is accurate or not. or more. reading about one page of text or its equivalent in 1 minute. placing an explosive for maximum effect against a structure calls for a check. However. the character understands the general content of a piece of writing. Also. unattended inanimate object) can maximise the damage dealt by exploiting vulnerabilities in the structure’s construction. depending on the scope of the task. The DC is usually 10. A character with the Studious feat gets a +2 bonus on all Decipher Script checks. When creating a work of writing. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Demolitions checks. and 30 or higher for intricate or complex codes or exotic messages.
Demolitions (Int. the result of which determines the quality of the work. a week. in code. but cannot take 20. Trained Only)
Creating a work of writing requires at least 1 hour. eloquent diary entries. reading cryptic or foreign documents and other forms of text analysis. but cannot take 20. the explosive deals double damage to the structure against which it is placed. coffin) Complex (artistic carving)
Craft DC 5 10 15 25
Time Until Judgement Day 4 hr. but connecting and setting a detonator does. unless conditions change or new information is uncovered.

The DCs given in the accompanying table show what it takes to change someone’s attitude with the use of the Diplomacy skill. watch suspiciously.
Diplomacy (Cha)
Attitude Hostile
Unfriendly
Means Will take risks to hurt or avoid you Wishes you ill
Possible Actions Attack. or both. The Games Master is the final authority on retries of this skill. heal. Try Again?: Generally. advise. but a specific situation may call for a different initial attitude. gossip. Styles of diplomacy vary. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party. but second chances should be expensive in time. back up. In negotiations. from a barrage of fast talk or legal mumbo-jumbo to reasoned and respectful debate. Even if the initial check succeeds. flee Mislead. the other character has probably become more firmly committed to his position. but cannot take 20. offer limited help. Most of the time. trying again does not work. The character does not declare a specific outcome he is trying for. Diplomacy can be used to influence a non player character’s attitude. instead. gifts. make the check and compare the result to the table on the next page.
The Diplomacy skill is used for smooth-talking and persuasion.The Games Master chooses the character’s initial attitude based on circumstances. interfere. and trying again is futile. Check: A character can change others’ attitudes with a successful check (see the table below). berate. the people the characters meet are indifferent toward them. avoid. Special: A character can take 10 when making a Diplomacy check. the other character can only be persuaded so far. participants roll opposed Diplomacy checks to see who gains the advantage. aid
Indifferent Friendly Helpful
Does not care much Wishes you well Will take risks to help you
53
Steve Hunting (order #3510822)
2
. If the initial check fails. A character with the Trustworthy feat gets a +2 bonus on all Diplomacy checks. Time: Diplomacy is at least a full-round action. insult Act as socially expected Chat. advocate Protect. The Games Master may determine that some negotiations require a longer period of time.

Time: Disabling a simple mechanical device is a full-round action. a character can rig simple devices to work normally for a while and then fail some time later (usually after 1d4 rounds or minutes of use). 19 or 20 less Unfriendly 4 or 5 less Indifferent — 0 or less Friendly — — Indif. they get a bonus on their Spot checks. the character disables the device. adult. Check: The Games Master makes the Disable Device check so that the character does not necessarily know whether he has succeeded. If the character comes to the attention of people who are suspicious. It is opposed by others’ Spot check results. all of which a given character can attempt assuming he has the proper equipment on hand to do so. Friendly Helpful 25 35 45 15 1 0 or less 25 15 1 35 25 15
disable a trap. If the character does not draw any attention to him or herself. Open Lock: A character can pick conventional locks or finesse combination locks (such as those on safes). the character springs it.
Skills and Feats
Disable Device is used to pick locks and safes. A character with the Cautious feat and at least 1 rank in this skill gets a +2 bonus on all Disable Device checks. Special: A character can take 10 when making a Disable Device check. or venerable). The character must have a lockpick set. The Games Master rolls the check. It is a skill for spies and conmen. Intricate or complex devices require 2d4 rounds. Disguise Modifier Minor details only +5 Appropriate uniform or costume +2 Disguised as different sex –2 Disguised as different age category –2 * * Per step of difference between the character’s age category and the disguised age category (child.) The effectiveness of the character’s disguise depends in part on how much the character is attempting to change his appearance. those who know what that person looks like automatically get to make Spot checks. More intricate and complex devices have higher DCs. Try Again?: Yes. though the character must be aware that he has failed in order to try again. If it is a trap. Make one Disguise check even if several people make Spot checks. Lock Type (Example) Cheap (house) Average (sheriff ’s office) High quality (bank) DC 20 25 30
D i sa b l e D e v i c e (Int. Check: A character’s Disguise check result determines how good the disguise is. This skill can accomplish several different things. something goes wrong. unless the character is trying to prevent his tampering from being noticed. middle age. The DC depends on the quality of the lock. or to pretend to be someone else in a high-stakes poker game. but it still works normally. With this skill. young adult.Difficulty Table for Diplomacy Checks
Initial Attitude Hostile New Attitude Hostile Unf. Furthermore. others do not get to make Spot checks. It is essentially the opposite of the Repair skill (see below). Building anything more permanent also requires use of the Craft (structural) skill and additional time. If the character is impersonating a particular individual. however. A character can take 20 to open a lock or to
Usually. Familiarity Recognises on sight Friend or associate Close friend Intimate Bonus +4 +6 +8 +10
Disguise (Cha)
Traps and Sabotage: Disabling (or rigging. or jamming) a simple mechanical device has a DC of 10. If it is some sort of sabotage. the Games Master
54
Steve Hunting (order #3510822)
2
. the character thinks the device is disabled. If the check fails by 4 or less. the character has failed but can try again. each for a short time. If the check succeeds. T r a i n e d O n l y)
This skill is used to walk into a town plastered with Wanted posters of your ugly mug. If the character fails by 5 or more. sabotage equipment or to disarm traps. old. the suspicious person gets to make a Spot check. If the character casually meets many different people. an individual makes a Spot check to detect a disguise immediately upon meeting the character and each hour thereafter. The Games Master makes the character’s Disguise check secretly so that the character is not sure how well his disguise holds up to scrutiny. (The Games Master can assume that such observers take 10 on their Spot checks.

Check Penalty)
This skill is used for controlling a horse. Try Again?: Most driving checks have consequences for failure that make trying again impossible. A character with the Deceptive feat gets a +2 bonus on all Disguise checks. If others saw through the previous disguise. handcuffs or other restraints – even the hangman’s noose. A character without a disguise kit takes a –4 penalty on Disguise checks. Time: A Drive check is a move action. Restraint Ropes Net Leg Irons Handcuffs Tight space Grappler DC of Escape Check Opponent’s Dex check +20 20 25 35 30 Opponent’s grapple check
Escape Artist (Dex. Time: A Disguise check requires 1d4 x10 minutes of preparation. if the campaign is set late enough to include such innovations.
Drive (Dex)
For ropes and chains. depending on circumstances.
Check: Routine tasks. though the character can assume the same disguise again at a later time. Since it is easier to tie someone up
55
Steve Hunting (order #3510822)
2
. do not require a skill check. using an average Spot modifier for the group (assuming they take 10). such as ordinary driving. It is also used to control automobiles. a character’s Escape Artist check is opposed by the Dexterity check result of the opponent who tied the bonds. Special: A character can take 10 when driving. The Games Master makes Spot checks for those who encounter the character immediately upon meeting the character and again each hour or day thereafter. they are automatically treated as suspicious if the character assumes the same disguise again. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface).
A character can use this skill to squirm out of ropes. treating it as an aid another attempt. ox or team of such animals as they pull a stagecoach or other vehicle. A character can help someone else create a disguise for him or her.checks once per day or hour. Try Again?: No. for example. Check: Make a check to escape from restraints or to squeeze through a tight space. Special: A character can take 10 or take 20 when establishing a disguise. or when the character is driving during a dramatic situation (the character is being chased or attacked. or is trying to reach a destination in a limited amount of time). but cannot take 20.

handcuffs. such as in an airshaft. the Games Master may call for multiple checks. The Forgery skill is also used to detect someone else’s forgery. Doing so is an attack action.than to escape from being tied up.
Skills and Feats
-8
4 hr. The examiner gains bonuses or penalties on his check as given in the table below. legal document) Difficult (passport)
Check Modifier +0 -2 -4
Examination Time 10 min. Only moderate level forgeries can be attempted without at least one rank in this skill. making multiple checks. so if the character escapes the grapple he can move in the same round. the opponent gets a +20 bonus on his Dexterity check. If the situation permits. or studied at leisure) Forger has produced other documents of same type Document includes specific signature *: Use all modifiers that apply from this list. or other restraints (except a grappler) requires 1 minute. S ome T r a i n e d O n l y)
56
Steve Hunting (order #3510822)
2
. the document is determined to be fraudulent. Special: A character can take 10 on an Escape Artist check. If the examiner’s check result is equal to or higher than the original Forgery check. Escaping a net is a full-round action. provide modifiers to the Forgery check.
Extreme (Banknote)
-16
4 hr. but a lousy piece of work is recognisable to all. business form) Complex (stock certificate. the character can make additional checks as long as he is not being actively opposed.
Document Type Simple (letter) Moderate (claim.
Familiarity* Unfamiliar (seen once for less than a minute) Fairly familiar (seen for several minutes) Quite familiar (on hand. and some time. If the space is long. The complexity of the document. Check: Forgery requires materials appropriate to the document being forged. a check is only called for if the character’s head fits but his shoulders do not. Quality is hard to judge. Try Again?: A character can make another check after a failed check if the character is squeezing through a tight space. Time: Making a check to escape from being bound by ropes. as shown below. depending on the distance that must be crossed. A character with the Nimble feat gets a +2 bonus on all Escape checks. A character cannot fit through a space that his head does not fit through.
F o r g e r y ( I n t . even though it is an opposed check. To forge a document the character needs to have seen a similar document before. Squeezing through a tight space takes at least 1 minute. because the opponent is not actively opposing the character). For a tight space. copy handwriting. Forgery of legal documents (including coins and banknotes) is known as counterfeiting. A character can take 20 if he is not being actively opposed (a character can take 20 if he is tied up. 20 min. A character can make an Escape Artist check opposed by his opponent’s grapple check to get out of a grapple or out of a pinned condition (so that the character is just being grappled). and whether the character needs to reproduce the signature or handwriting of a specific individual. the character’s degree of familiarity with it.
Modifier -4 +0 +4 +4 -4
The Games Master makes the character’s check secretly so the character is not sure how good his forgery is. Examiner’s Condition Type of document unknown to examiner Type of document somewhat known to examiner Type of document well known to examiner Document is put through additional tests * Examiner only casually reviews the document * Modifier –4 –2 +0 +4 –2
The skill of Forgery is used to fake official-looking documents. The result of the original Forgery check that created the document is opposed by a Forgery check by the person who examines the document to check its authenticity. maybe longer. print false banknotes and so on. 1 hr. A forger is allowed to know the check result and gains a retry if the document’s final check is 10 or less.

it covers listening to rumours. either for the one asking the questions or the one providing the answer. but cannot take 20. and characters may draw attention to themselves if they repeatedly pursue a certain type of information. A character can take 10 when making a Forgery check. A document that contradicts procedure. and has either a streak of luck a mile wide or is adept at counting cards and calculating odds. a character can get a feel for the major news items in a neighbourhood. or one that requires the examiner to relinquish a possession or a piece of information. can increase the examiner’s suspicion (and thus create favourable circumstances for the examiner’s opposed Forgery check) as determined by the Games Master. A character with the Meticulous feat gets a +2 bonus on all Forgery checks. Specific information usually relates to a particular question. simple document takes about 1 minute. Try Again?: No. unless the character wants to play another game. or previous knowledge. Try Again?: Yes. see page XX (Rules of the West). but it takes 1d4+1 hours for each check.
Gamble (Wis)
General information concerns local happenings. one must be able to read and write the language in question. Apply this modifier along with one of the other three whenever appropriate. Check: In simple situations. A character with the Confident feat gets a +2 bonus on all Gamble checks. A character without a forgery kit takes a –4 penalty on Forgery checks. Buying a drink counts as a bribe for general information. but the cost of the bribe varies depending on the information desired. opposed Gamble checks are used to see who won a particular game of chance. as given in the table below. Special: A character cannot take 10 or take 20 when making a Gamble check. Information ranges from general to protected and the cost and DC increases accordingly for the type of information the character seeks to gather. The higher the check result. Type of Information General Specific Restricted Protected DC 10 15 20 25 Purchase DC 5 10 15 20
Gather Information (Cha)
A character with the Gamble skill is familiar with games of chance. Special: A character can take 10 when making a Gather Information check. orders.
57
Steve Hunting (order #3510822)
2
. but cannot take 20. For more complex gambling rules. Check: By succeeding at a skill check (DC 10) and spending 1d4+1 hours passing out money and buying drinks. or both.* Cumulative with any of the first three conditions on the table. Special: To forge documents and detect forgeries. Time: Forging a short. reading between the lines in local newspapers and so on. Time: A Gamble check requires 1 hour. Time: A Gather Information check takes 1d4+1 hours.
A character can use this skill to find out what is going on in a town or region. A character can use bribery to loosen tongues – an appropriate bribe gives a +2 circumstance bonus to the check. but trying to convince someone to tell you where the Hole-in-the-Wall gang hide out would cost far more. There is a chance that someone will take note of anyone asking about restricted or protected information. Longer or more complex documents take 1d4 minutes per page or longer. Try Again?: No. rumours. Restricted information includes facts that are not generally known and requires that the character locate someone who has access to such information. since the forger is not sure of the quality of the original forgery. the better the information. This result assumes that no obvious reasons exist why information would be withheld. A character with the Trustworthy feat gets a +2 bonus on all Gather Information checks. Protected information is even harder to come by and might involve some danger. gossip and the like.

and so on. The animal must meet all the normal prerequisites for all tricks included in the training package.
58
Steve Hunting (order #3510822)
2
. If the package includes more than three tricks. the DC increases by 2. If the character’s check succeeds. hunts. such as sitting up. An animal that does not know this trick continues to fight until it must flee (due to injury. Check: The DC depends on what the character is trying to do. the animal fetches some random object. or just to keep a horse under control in dangerous situations. If the character does not point out a specific item. Essentially. Defend (DC 20): The animal defends the character (or is ready to defend him if no threat is present). the DC increases by 2. even without any command being given. An animal with an Intelligence score of 1 can learn a maximum of three tricks. Perform (DC 15): The animal performs a variety of simple tricks. the animal performs the task or trick on its next action. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. though it still defends itself if it needs to. the animal performs the task or trick on its next action. Teach an Animal a Trick: A character can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. Possible tricks (and their associated DCs) include. Guard (DC 20): The animal stays in place and prevents others from approaching. the character can simply train it for a general purpose. Track (DC 20): The animal tracks the scent presented to it. If the character’s check succeeds. If the animal is wounded or has taken any damage. Task Handle Animal DC Handle an animal 10 ‘Push’ an animal 25 Teach an animal a trick 15 or 201 Train an animal for a general 15 or 201 purpose Rear a wild animal 15 + HD of animal 1 See the specific trick or purpose below. Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate. Alternatively. the animal must have an Intelligence score of 2. Down (DC 15): The animal breaks off from combat or otherwise backs down. (This requires the animal to have the scent ability) Work (DC 15): The animal pulls or pushes a medium or heavy load. while an animal with an Intelligence score of 2 can learn a maximum of six tricks. a fear effect. If the animal is wounded or has taken any damage. ‘Push’ an Animal: To push an animal means to get it to perform a task or trick that it does not know but is physically capable of performing. the following: • Attack (DC 20): The animal attacks apparent enemies. even to places where it normally would not go.Skills and Feats
The Handle Animal skill is used to tame and train animals.
•
•
• •
Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. rolling over. such as guarding or heavy labour. even if it normally would not do so. and it will comply if able. It is of paramount importance on cattle drives. General Purpose Combat riding Fighting Guarding Heavy labour DC 20 20 20 15 General Purpose Hunting Performance Riding DC 20 15 15
H a n d l e A n i m a l (Cha. or the like) or its opponent is defeated. an animal’s purpose represents a pre-selected set of known tricks that fit into a common scheme. T r a i n e d O n l y)
• •
Come (DC 15): The animal comes to the character. The character may point to a particular creature that he wishes the animal to attack.
•
•
•
•
•
Train an Animal for a Purpose: Rather than teaching an animal individual tricks. It does not challenge other creatures that come by. Fetch (DC 15): The animal goes and gets something. waiting for the character to return. the character can command the animal to defend a specific other character. Heel (DC 15): The animal follows the character closely. but are not necessarily limited to. Stay (DC 15): The animal stays in place. roaring or barking.

and guard. Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. guard. Hunting (DC 20): An animal trained for hunting knows the tricks attack. and stay. and heel. defend. • Combat Riding (DC 20): An animal trained to carry a rider into combat knows the tricks attack. it may do so. Riding (DC 15): An animal trained to bear a rider knows the tricks come. Performance (DC 15): An animal trained for performance knows the tricks come.An animal can be trained for only one general purpose. heel. heel. come. and
stay. defend. though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose). Training an animal for a purpose requires fewer checks than teaching individual tricks does.
•
•
•
•
•
59
Steve Hunting (order #3510822)
2
. fetch. down. Training an animal for riding takes three weeks. The trainer may also ‘upgrade’ an animal trained for riding to one trained for combat riding by spending three weeks and making a successful Handle Animal check (DC 20). seek. and stay. Training an animal for combat riding takes six weeks. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Heavy Labour (DC 15): An animal trained for heavy labour knows the tricks come and work. Training an animal for fighting takes three weeks. and track. Training an animal for hunting takes six weeks. A handler can rear as many as three creatures of the same kind at once. down. • Guarding (DC 20): An animal trained to guard knows the tricks attack. or it can be taught as a domesticated animal later. Training an animal for guarding takes four weeks. down. Training an animal for performance takes five weeks. perform. but no less time. down. A successfully domesticated animal can be taught tricks at the same time it is being raised. heel. Training an animal for heavy labour takes two weeks. fetch. Fighting (DC 20): An animal trained to engage in combat knows the tricks attack.

as shown below. Time: A Hide check is an attack action. the hiding place has to be within 1 foot for every rank the character has in Hide. C h e ck Penalty)
There are men you simply do not cross. he can make a Hide check if the character can get to a hiding place of some kind. among whom the character can mingle to remain unnoticed.
Intimidate (Cha or Str. If the time is interrupted or the task is not followed through to completion. If he is unsuspecting. the attempt to teach. Special: If you have the Animal Affinity feat. or training time. but he cannot teach. If the subject is worried about being followed.
60
Steve Hunting (order #3510822)
2
. If the check succeeds. is at a –10 penalty because the character has to move fast. the character must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before he can attempt the Handle Animal check. rear. you get a +2 bonus on Handle Animal checks. Intimidation can force others to obey you or just terrify them and make them realise who is in charge here. The character can run around a corner so that he is out of sight and then hide. Tailing: Also called shadowing. a character can forcibly persuade another character to perform some task or behave in a certain way. At more than half and up to the character’s full speed. or training. Any modifiers that a target may have on Will saving throws against fear effects apply to this level check. Untrained: A character with no ranks in Handle Animal. rearing. A character with the Stealthy feat gets a +2 bonus on all Hide checks. Note that a character cannot hide if he has less than onehalf cover or concealment. Check: With a successful check. It is practically impossible (–20 penalty) to hide while attacking. It can also be used to spot places to hide or take cover. Using the skill in this manner assumes that there are other random people about. the target retains his normal attitude. If the character succeeds. he cannot hide (though talents or feats might alter this). (That is. but will answer questions. except for rearing an animal. he can make a Spot check (opposed by the character’s Hide check) every time he changes course (goes around a street corner. While the others turn their attention from the character. The character can move up to half his normal speed and hide at no penalty. offer limited help. (As a general guideline. The Hide check is also modified by the character’s size: Size Small Medium Large Modifier +4 +0 -4
H i d e ( D e x . If the check fails. A character’s Intimidate check is opposed by the target’s level check (1d20 + the target’s character level or Hit Dice). he may treat the target as friendly for 10 minutes. but the others then know at least where the character went.) Circumstances can dramatically affect the effectiveness of an Intimidate check. the character’s attempt to teach. rear. a character can use Hide to tail a person in public.
Cover or Concealment Three-quarters Nine-tenths
Circumstance Bonus +5 +10
Creating a Diversion to Hide: A character can use the Bluff skill to help him hide. the character takes a –5 penalty. or train animals. desperados so tough and mean that your hand shakes and your will fails before the force of their mere presence. or charging. Check: A character’s Hide check is opposed by the Spot check of anyone who might see the character. Character’s Choice)
If people are observing the character. running. the character must invest the remainder of the time to complete the teaching. rearing. while pushing an animal is a full-round action. or take simple actions on the character’s behalf while intimidated. rear.Skills and Feats
Action: Varies. he generally gets only a Spot check after an hour of tailing. even casually. but cannot take 20. A successful Bluff check can give the character the momentary diversion needed to attempt a Hide check while people are aware of the character. or train the animal automatically fails. uses a Charisma check to handle and push domestic animals. or train the animal fails and he need not complete the teaching.) This check. Cover and concealment grant circumstance bonuses to Hide checks. but only for purposes of actions taken while in the character’s presence.
The Hide skill is used to skulk in shadows and to conceal yourself. Special: A character can take 10 when making a Hide check. Handling an animal is a move action. For tasks with specific time frames noted above. however. Try Again: Yes. exits a building and so on).

Long Jump Long Jump Distance DC * Distance 5 feet 10 20 feet 10 feet 15 25 feet 15 feet 20 30 feet * Requires a 20-foot move. A Staredown can take several minutes. the character lands on his feet (when appropriate) and can move as far as the character’s remaining movement allows.
Used for impressive and possibly live-saving jumps. Check: The DC and the distance the character can cover vary according to the type of jump the character is attempting. he gains a bonus of +4 for every 10 feet over 30. the other character can only be intimidated so much.There are limits to what a successful Intimidate check can do. The DC for the jump is 2 + the height x4 (in feet). he takes a penalty of –6 for every 10 feet of speed less than 30. If the character attempts a Jump check untrained. Distance moved by jumping is counted against maximum movement in a round. the other character has become more firmly resolved to resist the intimidator. such as a tree limb or ledge. but cannot take 20.) Both characters then make opposed Intimidation checks. the DC for the jump is doubled. High Jump: This is a vertical leap. as well as a –2 penalty to any attack rolls made against the winner. made across a gap such as a chasm or stream. his will is temporarily broken. Long Jump: This is a horizontal jump. Without a 20-foot double the DC. the DC for the jump is doubled. Both characters must choose to enter the staredown (but Intimidation can be used to force another character into the staredown. Even if the initial check succeeds. If the character has ranks in the Jump skill and succeeds on a check. Check Penalty)
61
Steve Hunting (order #3510822)
2
. the target may actually do the opposite of what the character wishes. If the loser fails this Will save.
DC * 25 30 35 move. A character with the Confident feat gets a +2 bonus on all Intimidate checks and on level checks to resist intimidation. The DCs specified below assume a speed of 30 feet (the speed of a typical human). If the character fails by more than 5. If the initial check fails. and trying again does not help. This effect is permanent until the loser beats the winner in another staredown or counts some significant coup over the winner. and trying again is futile. he does not clear the distance. If this is not the case. If that leaves the character dangling over a chasm or gap. All Jump DCs covered for a Long Jump assume that the character can move at least 20 feet in a straight line before attempting the jump. If this is not the case. Try Again?: No. All Jump DCs covered here for the High Jump assume that the character can move at least 20 feet in a straight line before attempting the jump.
than 30 feet. A character cannot jump a distance greater than his normal speed. Special: A character can take 10 when making an Intimidate check. Standing from a prone position is a move action. The DCs for high jumps of 1 to 8 feet are given in the table below. the character lands prone unless he beats the DC by 5 or more. The DC for the jump is equal to the distance jumped (in feet) + 5. He suffers a –4 morale penalty to any Will saves or skill checks made in opposition to the winner. A character can start a jump at the end of one turn and complete the jump at the beginning of your next turn. made to jump up to grasp something overhead. If the character’s speed is less than 30 feet. Conversely. but can make a Reflex save (DC 15) to grab the far edge of the gap. Staredown: A staredown (where two characters face off against each other) can temporarily shatter an opponent’s will. The DCs for long jumps of 5 to 30 feet are given in the table below. The character cannot force someone to obey his every command or do something that endangers that person’s life. the loser must make a Will save (DC equal to the winner’s Intimidation check result). depending on how tough the participants are. The character ends his movement grasping the far edge. If the character’s speed is greater
Jump (Str. the character takes a –2 penalty to his check for every size category the character is smaller than his target. Time: An Intimidate check is a full-round action. The character’s Jump check is modified by his speed. the character attains a vertical height equal to one-quarter the horizontal distance. getting up requires a move action and a Climb check (DC 15). A character may add a +2 bonus to his Intimidate check for every size category the character is larger than his target.
If the character fails the check by less than 5. At the midpoint of the jump.

If the character fails the Jump check. Generally. The number of Knowledge categories is kept purposely finite. Special: Effects that increase a character’s speed also increase the character’s jumping distance. double the DC. Current Events: Recent happenings in the news. he does not reach the height. and foreign affairs.
•
• • •
62
Steve Hunting (order #3510822)
2
. Civil law and legislation. If there is no danger associated with failing.
Knowledge (Int. A character with the Run feat gains a +2 competence bonus on Jump checks preceded by a 20-foot move. photography. and the topics each one encompasses. 0. and 20 to 30 for tough questions. sports. Creature Size Colossal Gargantuan Huge Large Medium-size Small Tiny Diminutive Fine Maximum Height 128 ft. 16 ft. including art history and artistic techniques.
High Jump Distance DC * 5 feet 22 6 feet 26 7 feet 30 8 feet 34 Without a running start. each of them treated as a separate skill. The Knowledge categories. climate. The difficulty of reaching a given height varies according to the size of the character or creature. 64 ft. the maximum height a creature can reach without jumping is given in the table below.
If the character succeeds on the check. and corporate structures. The DC to jump down from a height is 15. 15 for basic questions. If the character succeeds on the check.5 ft. politics. 1 ft. the character can do so with a move action and a Climb check (DC 15). investment strategies. the character can take 20. use a broad interpretation of the existing categories. When trying to determine what Knowledge skill a particular question or field of expertise falls under. Art: Fine arts and graphic arts. modern art. a typical human can reach 8 feet without jumping. and performance art forms such as music and dance. Business: Business procedures. terrain. Civics: Political and governmental institutions and processes. among others. These categories are identified and defined below. The DC for answering a question within the character’s field of study is 10 for easy questions. If the character wishes to pull himself up. people.Skills and Feats
High Jump Distance DC * 1 foot 6 2 feet 10 3 feet 14 4 feet 18 * Requires a 20-foot move. 8 ft. Time: Using the Jump skill is either a move action or a full-round action. Synergies: Tumble can provide a +2 synergy bonus on Jump checks. entertainment. treat it as one size category smaller. and lands on his feet in the same square from which the character jumped. Antiques. (As a Medium-size creature. • • Appraisal: The fine art of studying goods and determining their worth. The character grasps the object he was trying to reach. depending on whether the character starts and completes the jump during a single move action or a full-round action. he takes falling damage as if the character had dropped 10 fewer feet than he actually did. Bureaucratic procedures and how to navigate them. The character does not have to get a running start to jump down (the DC is not doubled if the character does not get a running start). Doing so does counts as 10 feet of movement. Geography: Lands. Check: A character makes a Knowledge check to see if the character knows something. A character with the Acrobatic feat gets a +2 bonus on all Jump checks. 32 ft. 2 ft.
A character can take 10 when making a Jump check. he can reach the height. he can take less damage than if he just falls.
This skill encompasses several categories.) If the creature is long instead of tall (such as a horse). The character does not need to get a running start to hop up (the DC is not doubled if the character does not get a running start). since the check is modified by the character’s speed. Some Trained Only)
Hop Up: The character can jump up onto an object as tall as his waist with a Jump check (DC 10). 4 ft. are as follows. Jumping Down: If the character intentionally jumps from a height.

A character can take 10 or take 20 when making a Listen check. mathematics. notice a rifle being cocked.
The Listen skill is used to hear noises. Indian Lore: Customs. seasons and cycles. Theology and Philosophy: Religion and related matters. but takes a –10 penalty on the checks. Archaeology and antiquities. Time: A Listen check is either a reaction (if called for by the Games Master) or a move action (if a character actively takes the time to try to hear something). Streetwise: Street and urban culture. A character can take 10 when making a Knowledge check. chemistry. Check: Make a Listen check against a DC that reflects how quiet the noise is that a character might hear or against an opposed Move Silently check. Nature: Animals.• •
History: Events. Time: A Knowledge check can be a reaction. Condition Per 10 feet of distance Listener distracted Check Penalty –1 –5 DC –10 0 10
Try Again?: No. A successful Listen check when there is not anything to hear results in the character hearing nothing. personalities. A character with the Educated feat gets a +2 bonus on any two types of Knowledge checks. the character may attempt to hear something that he failed (or believes he failed) to hear previously. Physical Sciences: Astronomy. vermin. As a move action. but cannot take 20. traditions and current dispositions of the various native tribes of the West. The Games Master may decide that having 5 or more ranks in a specific Knowledge skill provides a character with a +2 synergy bonus when making a related skill check. or hear the whistle of an incoming train. Special: An untrained Knowledge check is simply an Intelligence check. and cultures of the past. plants. Law: Criminal law.
Try Again?: A character can make a Listen check every time he has the opportunity to hear something in a reactive manner. rumours. the Games Master can make a single 1d20 roll and use it for all the listeners’ skill checks. and engineering. Special: When several characters are listening to the same thing. trying not to make any noise 15 A 1st-level Fast hero sneaking up on someone * 20 A mountain lion stalking prey * 30 A bird flying through the air +5 Listening through a door +15 Listening through a solid wall * This is actually an opposed check. Without actual training. a character only knows common knowledge about a given subject. the DC given is a typical Move Silently check result for such a character or creature. physics. The check represents what a character knows. The Games Master may make the Listen check in secret so that the character does not know whether not hearing anything means that nothing is there or that the character failed the check. The Games Master may call for a Listen check by a character who is in a position
Listen (Wis)
63
Steve Hunting (order #3510822)
2
. law enforcement techniques as well as officers and notorious criminals. Sound A battle People talking An unarmoured person walking at a slow pace. A sleeping character can make Listen checks. detect enemies trying to move silently. local underworld personalities and events. Local: Local events and personalities. but otherwise requires a full-round action. and thinking about a topic a second time does not let the character know something he never knew in the first place. A character can also make a Listen check voluntarily if he wants to try to hear something in the character’s vicinity.
• • • • • •
to hear something. weather. A character with the Alertness feat gets a +2 bonus on all Listen checks. Taking 20 means the character spends 1 minute attempting to hear something that may or may not be there to hear.

These categories are identified and defined below. More permanent repairs are normally performed using the appropriate Craft skill. capable of holding the attention of a crowd while he speaks on some topic. obviously enough. Audience awed. he takes a –5 penalty. The quality of the character’s performance depends on his check result. When trying to determine what Perform skill a particular type of performance falls under. but cannot take 20. Audience enjoys your performance. are as follows: • Act: The character is a gifted actor. A character can move up to half his normal speed at no penalty. Audience highly impressed. capable of performing rhythmic and patterned bodily movements to music.
Result 10
15 20 25 30
This skill encompasses several categories. but is not impressed. Routine performance. or action-oriented roles with some level of skill. Audience may appreciate your performance. but it is not exceptional. and the qualities each one encompasses.Skills and Feats
Move Silently is. drum. See the feat description for more information. The number of Perform categories is kept purposely finite. Dance: The character is a gifted dancer. harmonica. but also require a greater amount of training and investment. At more than half speed and up to the character’s full speed.
The Profession skill covers the basic knowledge and training needed to hold down a particular skilled job. he gets a +2 bonus on checks involving two Perform skills the player designates. Some professions provide more resources. flute. It is a mix of rules-of-thumb. Check: A character’s Move Silently check is opposed by the Listen check of anyone who might hear the character. but any repairs made using the skill will probably only last a short time – it is a stop-gap skill. device or weapon. Sing: The character is a musician gifted with a talent for producing musical tones with your voice. capable of performing drama. use a broad interpretation of the existing categories. page XX. experience and specialised knowledge.
Repair (Int)
64
Steve Hunting (order #3510822)
2
. The Perform categories. Instrument: The character is skilled at playing a particular instrument – piano. A Profession can earn the character a living. A character with the Stealthy feat gets a +2 bonus on all Move Silently checks. Check: The basic use for a Profession check is to make enough money to keep the character fed and sheltered. Also. •
M o v e S i l e n t l y ( Dex. Time: Move Silently is a move action. Special: A character can take 10 when making a Perform check. for ambushes and other low-down dirty tricks. item. It can be applied to any structure. he should use a Diplomacy check while preaching to them. Special: A character can take 10 when making a Move Silently check. Memorable performance. Check: The character is accomplished in some type of artistic expression and knows how to put on a performance.
Profession (Wis)
•
•
The Repair skill is used to jury-trig quick fixes to broken items. the skill used to sneak around quietly. but cannot take 20. If he actually wants to persuade the crowd of something.
P e r f o r m ( C h a)
Try Again?: Not for the same performance and audience. It is practically impossible (–20 penalty) to move silently while attacking. each of them treated as a separate skill. Audience enthusiastic. running. He can also play related instruments (a banjo player could play a guitar) with slightly less ease (-2 circumstance penalty to the Perform check). comedy. take ranks in Profession (performer) if the character should be able to make money and hold known performances with his skill. The character can impress audiences with his talent and skill. Every time a character takes the Creative feat. Masterful performance. Great performance. violin and so on. C h e c k P e n a l ty)
•
Preach: The character is an orator. Performance Amateur performance. keep in mind that the ability to perform does not make a character a trained performer in a stage sense. See Running a Business. or charging. Time: A Perform check usually requires at least several minutes to an hour or more.

but repairing an item using Repair is much faster than rebuilding it properly. Fast Mount or Dismount (DC 20. though in some specific cases. Some tasks. Repair requires tools. If
Ride (Dex)
The Search skill is used to closely and methodically investigate an area. Check: The character generally must be within 10 feet of the object or surface to be examined. Animals ill suited as mounts provide a –2 penalty on their rider’s Ride check.) Special: If the character is riding bareback. The character can use his attack action normally.
the character fails by more than 5.Check: Most Repair checks are made to fix complex electronic or mechanical devices. mounting or dismounting is a move action. require checks. such as those undertaken in combat or other extreme circumstances. If the character succeeds. A character can examine up to a 5-foot by 5-foot area or a volume of goods 5 feet on a side with a single check. Check Penalty applies): The character can mount or dismount as a free action. A character can saddle. The character cannot attack while using his mount as cover. Fight while Mounted (DC 20): While in combat. The character makes a Ride check (DC 15) to stay on the mount when it leaps. he does not get the cover benefit. Ride is used to guide and control a horse or other mount. clues. If the character fails the check. simple repairs have a DC of 10 to 15 and require no more than a few minutes to accomplish. Guide with Knees (DC 10): The character can react instantly to guide his mount with his knees so that the character can use both hands in combat or to perform some other action. If the character fails. The DC is set by the Games Master. If the character fails. the character can use his move action to have the animal perform a trick (commonly. Time: Ride is a move action. Stay in Saddle (DC 10): The character can react instantly to try to avoid falling when his mount rears or bolts unexpectedly or when the character takes damage. mount. the character does not need to make this check. attempting trick riding or asking the animal to perform an unusual technique also requires a check. Use the character’s Ride modifier or the mount’s Jump modifier (whichever is lower) when the mount makes its Jump check (see the Jump skill). In addition. Leap (DC 15): The character can get his mount to leap obstacles as part of its movement. he takes a –5 penalty on Ride checks. he takes 1d6 points of falling damage. searching for tracks. Make the check at the start of the character’s round. to attack). Special: A character can take 10 or take 20 on a Repair check. Time: Varies. he loses control of the animal. he can do nothing else that round. Soft Fall (DC 15): The character reacts instantly when he falls off a mount. the character can attempt to control a mount that is not trained in combat riding (see the Handle Animal skill).
One of the most important skills for the traveller in the West. but cannot take 20. In general. except when otherwise noted for the special tasks listed above. Try Again?: Yes. he takes a –4 penalty on the check (or may be unable to do the repair at all at the Games Master’s option). If the character fails. A Search check can turn
Search (Int)
65
Steve Hunting (order #3510822)
2
. should the check fail. Check: Typical riding actions do not require checks. Mounting or dismounting an animal is a move action. using it as one-half cover. signs of a shootout or break-in and so on. he uses only a move action. Instead. the Games Master may decide that a failed Repair check has negative ramifications that prevent repeated checks. (A character cannot attempt a fast mount or dismount unless he can perform the mount or dismount as a move action this round. Cover (DC 15): The character can react instantly to drop down and hang alongside his mount. to try to avoid taking damage. if the character does not have the appropriate tools. such as when it is killed or when it falls. Synergies: Having the appropriate Craft skill gives a +2 synergy bonus to the Repair check. For animals trained in combat riding. ride. and dismount without a problem. A character can take 10 when making a Ride check. If the character fails. he can only use one hand this round because the character needs to use the other to control his mount. and the character can use his attack action to do something else.

unattended object. has a DC 10 higher than the first check if the first check failed or if the attempt was noticed. The observer’s check does not prevent the character from performing the action. Check: A check against DC 10 allows a character to palm a coin-sized. In addition. Time: A Sleight of Hand check is an attack action. Special: A character can take 10 when making a Sleight of Hand check. so the character does not necessarily know
S e n s e M o t i v e ( Wis)
66
Steve Hunting (order #3510822)
2
. The character can also use the skill to tell when someone is behaving oddly or to assess someone’s trustworthiness. When a character tries to take something from another person. the character’s opponent makes a Spot check to detect the attempt. the character can get the feeling from another’s behaviour that something is wrong. but cannot take 20. such as making a coin disappear. Trained Only. pick pockets. When a character performs this skill under close observation. the Games Master may roll the character’s Sense Motive check in secret. or an obscure clue.
Sleight of Hand (Dex. If the character’s check fails by 5 or more. Check: A successful check allows the character to avoid being bluffed (see the Bluff skill). the character misinterprets the message in some fashion. the character’s skill check is opposed by the observer’s Spot check. (When that is the case. or when being watched by the same observer. Try Again?: A second Sleight of Hand attempt against the same target. it can conceal the manipulation from others. to read his poker face and see if he is telling the truth or speaks with forked tongue. though the character may make a Sense Motive check for each bluff made on the character. Check Penalty)
Special: A character can take 10 or take 20 when making a Search check. Special: A character can take 10 when making a Sense Motive check.up individual footprints. A character can use Sense Motive to detect that a hidden message is being transmitted via the Bluff skill (DC equal to the bluff check result of the sender). but cannot take 20. Notice a typical secret compartment. just from doing it unnoticed.) Using Sense Motive to get a sense of someone’s trustworthiness takes at least one minute. With a successful check (DC 20). Used this way. a character can use this skill to make an assessment of a social situation. but must always take 10.
The Sense Motive skill is used to assess a man’s honesty. A character with the Nimble feat and at least 1 rank in this skill gets a +2 bonus on all Sleight of Hand checks. notice an extremely obscure clue. A character can make an untrained Sleight of Hand check to conceal a weapon or object. If the character’s check result beats the DC by 5 or more. Find a complex or well-hidden secret compartment or trap. A character with the Attentive feat gets a +2 bonus on all Sense Motive checks. To obtain the object. Time: A Search check is a full-round action.
Skills and Feats
This skill is used to do small conjuring tricks. regardless of the opponent’s check result. the character must get a result of 20 or higher. the character understands the secret message as well. the character can get the feeling that someone is trustworthy and honourable. a simple trap. Try Again?: No. It can also be used to manipulate a small object in each hand. whether the character takes the object or not. palm cards and so on. The opponent detects the attempt if his check result beats the character’s check result. Minor feats of sleight of hand. DC 10 20 25+ Task Ransack an area to find a certain object. A character can use Sleight of Hand to conceal a small weapon or object on his body.
someone is trying to bluff him. but does not allow a character to follow tracks or tell the character which direction the creature or creatures went or came from. also have a DC of 10 unless an observer is concentrating on noticing what the character is doing. though it can be opposed by Spot as noted above. Time: A Sense Motive check may be made as a reaction to another character’s Bluff check. so long as one is coin sized and the other is no larger than a foot in any dimension. Also. A character with the Meticulous feat gets a +2 bonus on all Search checks.

Spot is often used to notice a person or creature hiding from view. a character may attempt to notice something that he failed (or believe he failed) to notice previously.
The Survival skill is used to navigate the wilderness. The Games Master may make the Spot check in secret so that the character does not know whether not noticing anything means that nothing is there or that the character failed the check.
Survival (Wis)
67
Steve Hunting (order #3510822)
2
. Try Again?: A character can make a Spot check every time he has the opportunity to notice something in a reactive manner. Time: A Spot check is either a reaction (if called for by the Games Master) or a full-round action (if a character actively takes the time to try to notice something). to notice that the gunman’s right hand is bandaged and crippled. identify and avoid dangers. Special: A character can take 10 or take 20 when making a Spot check. The check carries a further –5 penalty if the character is in the midst of activity. or to notice a concealed weapon on another person.Use this skill to spot bandits sneaking up. A character can also make a Spot check voluntarily if he wants to try to notice something in his vicinity. A character’s Spot check is modified by a –1 penalty for every 10 feet of distance between the character and the
Spot (Wis)
character or object he is trying to discern. A character with the Alertness feat gets a +2 bonus on all Spot checks. or to see the cavalry on the horizon. Check: The Spot skill is used to notice items that are not immediately obvious and people who are attempting to hide. The Games Master may call for a Spot check by a character who is in a position to notice something. In such cases. Spot is also used to detect someone in disguise (see the Disguise skill). As a full-round action. A successful Spot check when there is not anything to notice results in the character noticing nothing. the character’s Spot check is opposed by the Hide check of the character trying not to be seen. Check: A character can keep himself and others safe and fed in the wild frontier. track an enemy across the desert and follow trails.

the Swim skill covers a character’s ability to swim and dive. C h eck Penalty)
This is the skill of sawing bones and pulling teeth. the amount of breath the character has remaining is reduced by 1 round. Avoid getting lost and avoid natural hazards such as alkali flats. on a failed check. Time: Basic Survival checks occur each day in the wilderness or whenever a hazard presents itself. the character becomes unconscious. chosen from the listed options below. not to mention sewing up wounds and digging bullets out of flesh. recovery occurs at the normal rate for that day of rest and care. but only if the character does nothing but take move actions or free actions. a character in combat can hold his breath only half as long as normal. When using Survival with the Track feat to track a character or animal. If the character fails. but cannot take 20.
S w i m ( S t r . or if there is no danger or penalty for failure.
Treat Injury (Wis)
68
Steve Hunting (order #3510822)
2
. A character can hold his breath for a number of rounds equal to the character’s Constitution score.DC 10
Skills and Feats
15
18
Task Get along in the wild. Check: A successful Swim check allows a character to swim one-quarter his speed as a move action or half the character’s speed as a full-round action. If the character fails by 5 or more. a character can use Survival checks to track a character or animal across various terrain types. the character begins to drown. Time: A Swim check is either a move action or a fullround action. A new check is made each day. Check: The DC and effect depend on the task attempted. the character must make a Constitution check (DC 10) every round to continue holding his breath. Unconscious characters go underwater and immediately begin to drown. (Effectively. If the character is underwater (from failing a swim check or because the character is swimming underwater intentionally).
Obviously enough. Special: A character takes a penalty of –1 for every 5 pounds of gear he carries. Long-Term Care (DC 15): With the aid of a doctor’s bag. the successful application of this skill allows a patient to recover hit points and ability points lost to temporary damage at an advanced rate: 5 plus the patient’s Constitution modifier. the character becomes exhausted. prairie fires and so on.
With the Track feat. he becomes fatigued.) After that period of time. The patients need to spend all their time resting. The character can provide food and water for one other person for every 2 points by which the character’s check result exceeds 10. the character must hold his breath. A character can take 20 when tracking. the DC of the check increases by 1. The character needs to devote at least ½ hour of the day to each patient the character is caring for. A character with the Athletic feat gets a +2 bonus on all Swim checks. Make a Swim check once per round. If the character takes an attack action or a full-round action. The DC for the Swim check depends on the water: Water Calm water Rough water Stormy water DC 10 15 20
Each hour that the character swims. Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character’s overland speed. or gain a +4 circumstance bonus if stationary. as described in the Track feat. Try Again?: A new check is allowed the round after a check is failed. checks are made according to distance. but not on periodic checks to get along in the wild. If the character fails a check while fatigued. A character can tend up to as many patients as he has ranks in the skill. If the character fails. as described above. A character can take 10 when making a Swim check. If the character fails a check while exhausted. he goes underwater. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed). including armour and weapons. he makes no progress through the water.
Each round. If the character fails the check. The character may grant the same bonus to one other character for every 1 point by which the character’s check result exceeds 15. make a Swim check against DC 20. Special: A character can take 10 when making a Survival check. A specific intent is needed for a Treat injury check.

but cannot take 20. Land Softly: The character can make a Tumble check (DC 15) when falling. This activity takes 10 minutes. Tumble past Opponents: With a successful Tumble check (DC 20). Special: The Surgery feat gives a character the extra training he needs to use Treat injury to help a wounded character by means of an operation. Surgery requires a surgery kit. and a +6 dodge bonus (instead of the normal +4) when engaging in total defence. If the check succeeds. or dive through squares occupied by opponents.
Tumble (Dex. Trained Only. If the treating character’s check succeeds. stunned. If the character does not have the appropriate kit. the character can weave. (If the character does not have a doctor’s bag. Try Again?: Yes. but this causes a –4 penalty to the Treat Injury check). Treat Disease (DC 15): A character can tend to a character infected with a treatable disease. or treat poison. A successful check removes the dazed. and roll up to 20 feet through squares adjacent to opponents. the character can roll. tumble past opponents in combat. the treating character provides a bonus on the diseased character’s saving throw equal to his ranks in this skill. tourniquets and so on. Check Penalty)
A character can also apply a hot iron to a wound. the character can reduce the bleed caused by a wound. Stem Bleeding (DC10): With a doctor’s bag. the character can remove the dazed. Failure means the character moves as planned. the character provides a bonus on the poisoned character’s saving throw equal to his ranks in this skill. but automatically stems any bleeding. Special: A character with 5 or more ranks in Tumble gains a +3 dodge bonus to Defence (instead of the normal +2) when fighting defensively. he takes a –4 penalty on the check. Reduce Impairment (DC 15): A character can tend to an injured character. any cloth can be used in desperation. or around them as if they were not there. Time: Treat injury checks take different amounts of time based on the task at hand. treat disease. Try Again?: No. as described above. Stunned.
This skill allows the character to make acrobatic dodges and rolls. risking no attacks of opportunity. medicinal alcohol. or unconscious condition from an affected character. or tumble through opponents.
69
Steve Hunting (order #3510822)
2
. stunned. reducing their impairment penalty to a specific location by 1. or unconscious condition from a character. Treat Poison (DC 15): A character can tend to a poisoned character. The rate of bleeding changes as follows Bleed Before Stem Bleeding None 1/round 2/round 4/round Bleed After None 1/day 1/hour 1/minute
A character can take 10 when making a Treat injury check. A character with the Acrobatic feat and at least 1 rank in this skill gets a +2 bonus on all Tumble checks. The character takes a –5 penalty on your check any time he treats himself. When a poisoned character makes a saving throw against a poison’s secondary effect. the treating character first makes a Treat injury check as an attack action. jump. the treating character first makes a Treat injury check to help the diseased character fend off secondary damage. Most uses of Treat Injury require bandages. If the treating character’s check succeeds. Each location can only be treated once in this manner. moving over. under. A character can take 10 when making a Tumble check. hot water. Check: A character can land softly when he falls. or unconscious characters. Tumble through Opponents: With a successful Tumble check (DC 20). A character can take 20 only when restoring hit points or attempting to revive dazed. treat the fall as if it were 10 feet shorter when determining damage.Revive Dazed. This deals an extra 1d4 points of damage. The character cannot revive an unconscious character who is at –1 hit points or lower without first stopping any bleeding. stunned. but provokes attacks of opportunity as normal. but provokes attacks of opportunity as normal. This check is an attack action. Every time the diseased character makes a saving throw against disease effects (after the initial contamination). or Unconscious Character (DC 15): With a doctor’s bag. A character can use the Treat injury skill on himself only to administer first aid. dodge. Failure means the character moves as planned.

Special: Additional facts about the feat. Benefit: The character gets a third attack with his offhand weapon. Feat Name: The name of the feat. A character either has a feat or he does not. or they can be bought with the extra feat slot afforded to all characters at 3rd. A character can gain a feat at the same level at which he gains all the prerequisites. Once gained.
You are especially fit and quick. They can be gained as free feats from a character’s class or vocation occupation. another feat or feats. Special: Remember that the Handle Animal skill cannot be used untrained. this entry is absent. This way. if the opponent the character has designated as his dodge target (see the Dodge feat) makes a melee attack or melee touch attack against the character and misses. the same feat taken by two different characters can simulate different approaches to the same basic talent. and 18th level. Feats are purposefully left a vague as possible while still providing all of the rules support needed to run them in a campaign. this entry is also absent.
F e a t D e s c r i p t i ons
You can strike when your opponent attacks. the character may make an attack of opportunity with a melee weapon against that opponent.Time: A character can try to reduce damage from a fall as a reaction once per fall. and can combine ranged and melee weapons. and/or the minimum ranks in a skill that a character must have to acquire this feat. A character cannot use a feat if the character has lost a prerequisite. Benefit: What the feat enables a character to do. a minimum base attack bonus.
Alertness
Benefit: The character gets a +2 bonus on all Listen checks and Spot checks. they can be purchased when the character obtains a bonus feat.
You have finely tuned senses. 15. 12th. A character can attempt to tumble as a free action that must be performed as part of a move action. This feat does not grant more attacks of opportunity than the character is normally allowed in a round.
Skills and Feats
Feats are gained in four different ways in OGL Wild West. 9th. the method of procurement is irrelevant.
Athletic
Benefit: The character gets a +2 bonus on all Climb checks and Swim checks. albeit at a –10 penalty. Two-Weapon Fighting. Prerequisites: Dexterity 13. Resolve and apply the effects from both attacks simultaneously. they can be granted by certain levels of the talent trees or class features.
Agile Riposte
Benefit: Once per round.
Animal Affinity
Benefit: The character gets a +2 bonus on all Handle Animal checks and Ride checks. base attack bonus +11. Dodge. This entry is absent if a feat has no prerequisite.
You are good with animals. Normal: What a character who does not have this feat is limited to or restricted from doing.
Feats
You can fight with two weapons at once. 6th. Prerequisite: A minimum ability score. Even a character with the Combat Reflexes feat cannot use the Agile Riposte feat more than once per round. If there is no particular drawback to not possessing the feat.
Advanced TwoWeapon Fighting
Feats
Here is the format for every feat description found in this sourcebook. This feat also allows the character to use a melee weapon in one hand and a ranged weapon in the other.
70
Steve Hunting (order #3510822)
2
. If there are no special features about a feat aside from what it does and its prerequisites. Prerequisites: Dexterity 13. Improved Two-Weapon Fighting.

Benefit: Pick two Craft skills that involve physical construction. the character applies it to the two skills he did not pick originally. the character gets an immediate extra melee attack against another opponent
71
Steve Hunting (order #3510822)
2
. Special: Remember that the Demolitions skill and the Disable Device skill cannot be used untrained.
Blind-Fight
You are especially good at brawling. instead of one-half.
You look before you leap.You can fight in darkness. The character takes only half the usual penalty to speed for being unable to see. Power Attack. Prerequisite: Strength 13. the character can reroll the miss chance roll one time to see if the character actually hits. Dazed or Knocked Out.
Cautious
You have a knack for constructing items. Darkness and poor visibility in general reduces the character’s speed to three-quarters of normal.
Builder
Benefit: The character gets a +2 bonus on all Demolitions checks and Disable Device checks.
Cleave
Prerequisites: Strength 13. every time the character misses because of concealment. Benefit: If the character deals an opponent enough damage to make the opponent drop (either by knocking the opponent out due to massive damage or by reducing the opponent’s hit points to less than 0).
Benefit: Enemies suffer a –1 penalty to their Fortitude saves to avoid being Winded. Special: The character can select this feat twice. The second time. The character gets a +2 bonus on all checks with those skills.
Brawler
Benefit: In melee combat.
You can keep on chopping.

You have a +2 insight bonus to all such skill checks. selecting different skills the second time. or a form of Craft that involves making things. the character designates an opponent and receives a +1 dodge bonus to Defence against any subsequent attacks from that opponent. Special: A character can select this feat as many as five times. Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attacks and gain a +2 dodge bonus to Defence.
Crafter
You can use opponents as cover in combat. This number may not exceed the character’s base attack bonus. selecting different skills the second time. Prerequisite: Dexterity 13. You have a +2 insight bonus to all such skill checks.
Benefit: The character gets a +2 bonus on all Gamble checks and Intimidate checks. Prerequisite: Intelligence 13. Martial Arts. The changes to attack rolls and Defence last until the character’s next action. Special: A character can select this feat twice.
You are adept at dodging attacks. dodge bonuses stack with each other. the character selects two new Knowledge skills.
You are skilled with your hands. the character can take a penalty of up to –5 on his attack roll and add the same number (up to +5) to the character’s Defence.
Trust me…
Deceptive
Benefit: The character gets a +2 bonus on all Bluff checks and Disguise checks. Each time. other opponents attempting to target the character with ranged attacks take a –4 penalty.
The benefits of university…
Educated
You are naturally self-confident. The character can use this ability once per round. the character may also make attacks of opportunity when flat-footed. With this feat.
Special: A character can select this feat twice.
72
Steve Hunting (order #3510822)
2
. Benefit: The maximum number of attacks of opportunity the character may make each round is equal to the character’s Dexterity modifier + 1.
Benefit: When the character uses the attack action or the full attack action in melee.
Confident
Benefit: Pick two Knowledge skills. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous opponent. Prerequisites: Dexterity 13. The character can still only make one attack of opportunity on a single opponent. and on level checks to resist intimidation. The character cannot take a 5foot step before making this extra attack. or a form of Craft that involves creativity and inspiration. Special: A condition that makes the character lose his Dexterity bonus to Defence also makes the character lose dodge bonuses.
Dodge
You can respond quickly to opponents who let their guard down. The character gets a +2 bonus on all checks with those skills. unlike most other types of bonuses. The bonus to the character’s Defence is a dodge bonus (and as such it stacks with other dodge bonuses the character may have). This penalty is in addition to the normal –4 penalty for firing into melee. making the penalty to target to character –8.
Elusive Target
Benefit: Pick two of either Repair.
Creative
You are trained in defensive combat. The character can select a new opponent on any action.
You have a creative streak.
C o m b a t R e f l e xes
Benefit: During the character’s action.
C o m b a t E x p e r tise
Benefit: Pick two of either a Perform skill speciality. Normal: A character without the Combat Reflexes feat can make only one attack of opportunity per round and cannot make attacks of opportunity when flat-footed.Skills and Feats
adjacent to the character. Also.
Benefit: When fighting an opponent or multiple opponents in melee.

Constitution checks to continue running. Benefit: When using a single-action pistol. Prerequisites: Proficiency with selected weapon. This bonus stacks with other bonuses on attack rolls. x2) penalty to the attack. A penalty is applied to each shot – if the result of the Dexterity check is less than 20. Its effects do not stack. Greater Weapon Focus with selected weapon.
Far Shot
You keep your cool. For example.
Greater Weapon Focus
Choose one type of weapon for which you have already selected Weapon Specialisation.5). except that the character has no limit to the number of times he can use it per round.
You have great reserves of stamina. including the one from Weapon Specialisation (see below). it applies to a new type of weapon. Weapon Focus with selected weapon.
G r ea t C l e a v e
Prerequisites: Strength 13. Fortitude saves to avoid damage from hot or cold environments and Fortitude saves to resist suffocation or drowning. Constitution checks to avoid damage from starvation or thirst. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
Greater Weapon Specialisation
You are good at attacking from long range. Special: You can gain Greater Weapon Specialisation multiple times. Each time you take the feat.
Focused
Benefit: The character gets get a +2 bonus on all Balance checks and Concentration checks. Each time you take the feat. Base Attack Bonus +8. then the character may make no more attacks this round.
Fan
Choose one type of weapon for which you have already selected Weapon Focus. When the character throws a weapon. its range increment is doubled. you can fire it multiple times each round by making a Dexterity check (DC 15) for each shot. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. apply a –2 penalty to the next attack for every point of different. its range increment increases by one-half (multiply by 1.Special: An opponent with the Precise Shot feat has the penalty lessened to –4 when targeting the character. Weapon Specialisation with selected weapon. Special: You can gain Greater Weapon Focus multiple times. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. The maximum number of shots you can fan is your Dex modifier + 1.
Great Fortitude
Benefit: The character gains a +4 bonus on the following checks and saves: hourly Swim checks to avoid becoming fatigued. If the check is failed.
Benefit: As Cleave. Weapon Focus with selected weapon. Prerequisites: Proficiency with selected weapon. if the result of the Dexterity check was 16.
73
Steve Hunting (order #3510822)
2
. but would suffer a –8 (2016=4.
You can cut through hosts of enemies. Base Attack Bonus +12. Power Attack. then the gunman could make another attack. A character must have both hands free to use the Fan feat. This bonus stacks with other bonuses on damage rolls.
Benefit: The character gets a +2 bonus on all Fortitude saving throws. Cleave. Its effects do not stack. Benefit: When the character uses a firearm or bow. it applies to a new type of weapon. Constitution checks to hold the character’s breath.
Endurance
You are tougher than normal. base attack bonus +4. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
You can fire a single-action sidearm multiple times a round by manually fanning the hammer. including the one from Weapon Focus (see below).

‘Sheriff ’.You are a practised sniper. Special: A character can take this feat multiple times. Benefit: When the character performs a bull rush. a character can only make out a few common words (‘Saloon’. albeit at a –5 penalty. the character immediately gets to make a melee attack against that opponent as if the character had not used his attack action for the trip attempt. up to a maximum of your Base Attack Bonus. Benefit: The character does not provoke an attack of opportunity when the character tries to trip an opponent while the character is unarmed. ‘Wanted’ and so on) and cannot write.
You have a stronger will than normal.
Improved Aim
Prerequisites: Wis 13. it increases the character’s Luck by 2d6 points.
If the character trips an opponent in melee combat. nor does the opponent get a chance to disarm the character. Also.
I m p r o v e d T r ip
You are unnaturally lucky.
74
Steve Hunting (order #3510822)
2
. a character can only get a single extra attack with an off-hand weapon. Two-Weapon Fighting.
Lucky
Prerequisites: Intelligence 13.
Skills and Feats
You are an expert at fighting with two weapons. Combat Expertise.
You are skilled at disarming opponents.
I m p r o v e d F e i nt
You have excellent reflexes. Combat Expertise.
You can read and write. and both weapons must be of the same type (either both ranged weapons or both melee weapons).
I m p r o v e d D i s arm
Prerequisites: Intelligence 13.
Prerequisites: Strength 13.
You can follow through on trip attacks. Benefit: When making an aim action with a longarm. Each time.
Benefit: The character’s Luck Point total increases by 2d6. base attack bonus +6.
Iron Will
Benefit: The character gets a +2 bonus on all Will saving throws. you gain an additional +1 bonus to your attack roll for every round spent aiming.
You excel at misdirecting. Any Longarms Proficiency. Literacy was far from universal in the West.
I m p r o v e d B u l l Rush
Prerequisites: Dexterity 13. Without this feat.
Improved TwoWeapon Fighting
You know how to push opponents back. Benefit: The character does not provoke an attack of opportunity when the character attempts to disarm an opponent. This bonus stacks with the +2 or +4 bonus for aiming. Power Attack. Normal: Feinting in combat requires an attack action. Benefit: The character gets a second attack with his offhand weapon. Benefit: The character can make a Bluff check in combat as a move action.
Benefit: The character gets a +2 bonus on all Reflex saving throws.
I m pr o v e d I n i t i ative
Benefit: The character can read and write fully. the character does not provoke an attack of opportunity from the defender.
Literacy
You react quickly in a fight. Dodge. this feat allows the character to use a melee weapon in one hand and a ranged weapon in the other. Special: A character cannot take the Decipher Script skill without this feat.
Benefit: The character gets a +4 circumstance bonus on initiative checks. Normal: Without this feat.
Lightning Reflexes
Prerequisites: Intelligence 13. The character receives a +2 bonus on Bluff checks made to feint in melee combat.

dodge bonuses stack with each other. Benefit: The character gets a +2 bonus on all Escape Artist checks and Sleight of Hand checks.
You are an excellent shot.
You are skilled at shooting while mounted.
You are skilled at making accurate shots at close range. Special: A condition that makes a character lose his Dexterity bonus to Defence also makes the character lose dodge bonuses. The time required to reload a weapon that takes multiple rounds to reload is reduced by one round. unlike most other types of bonuses. Special: Remember that the Sleight of Hand skill cannot be used untrained.
Nimble
You are skilled at aiding the sick.
You can reload a gun much more quickly. be a free action.
Meticulous
You can make exceptional powerful attacks. and you may choose to inflict wounds instead of brawling. Benefit: The character can shoot or throw ranged weapons at an opponent engaged in melee without penalty.
Benefit: The time needed to reload a firearm is reduced.
Point Blank Shot
You are painstakingly accurate and complete. Also. Prerequisites: Dexterity 13. Benefit: The character gets a +4 dodge bonus to Defence against attacks of opportunity provoked when the character moves out of a threatened square. This number may not exceed the character’s base attack bonus.
You have exceptional flexibility and manual dexterity. Benefit: The character gets a +2 bonus on all Forgery checks and Search checks. Your unarmed attacks deal 2 + your Strength bonus in damage.
Mounted Fire
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move.
Moving Shot
Prerequisites: Point Blank Shot. Normal: A character takes a –4 penalty when using a ranged weapon to attack an opponent who is engaged in melee combat. the character may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. Special: Remember that the Craft (chemical) skill cannot be used untrained. Benefit: You can inflict lethal damage with your bare hands.You are trained in scientific boxing or one of the Oriental martial arts. Benefit: The character gets a +1 bonus on attack and damage rolls with ranged weapons against opponents within 30 feet.
Mobility
Benefit: On the character’s action.
Quick Reload
You keep your hand steady. The penalty on attacks and bonus on damage applies until the character’s next action.
75
Steve Hunting (order #3510822)
2
. Dodge.
Power Attack
You are skilled at dodging past opponents. Fully reloading a weapon is now a move action. Prerequisites: Ride 1 rank.
Medical Expert
Benefit: The character gets a +2 bonus on all Craft (chemical) checks and Treat Injury checks.
Precise Shot
Prerequisite: Point Blank Shot. Prerequisite: Quick Draw. the act of reloading can never. and –4 instead of –8 if your mount is running. before making attack rolls for a round.
Martial Arts
Benefit: The penalty to attack rolls caused by the character’s movement is reduced by 2. Prerequisite: Strength 13. however.

the character can move four times his speed rather than three times. The most common use for this feat is to speak an Indian dialect (or for Indian translators to speak English).
You are unusually fast.
R e s i s t I m p a i r m ent
You are adept at taking shots when the opportunity presents itself. the character can move both before and after the attack. Your total movement for the round cannot exceed double your mounted speed. You have a +3 insight bonus to all skill checks with that skill. you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Mobility. If the character makes a long jump. a brick wall or an asphalt road can be used. Precise Shot.
76
Steve Hunting (order #3510822)
2
. The target can have no more than nine-tenths cover for a character to attempt a skip shot. Moving Shot. the character moves a maximum of five times his normal speed instead of four times. Benefit: Select a skill. the character may ignore cover between the character and the target.You are too mean to die. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Skill Focus
Normal: A character can automatically speak his native language (English for most characters). Precise Shot. you threaten the area within two range increments of your weapon. as normal).
Run
Benefit: When running.
Snap Shot
Prerequisite: Toughness. Dodge. and only threatens the area within his reach.
Skills and Feats
You are adept at making hit and run attacks when mounted. but can speak no other languages.
You are especially skilled in one narrow field. Benefit: When you are mounted and use the charge action.
Skip Shot
Prerequisites: Point Blank Shot.b y A t t a ck
You can bounce attacks around cover. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others. Normal: A character cannot threaten with a ranged weapon. Benefit: When armed with a sidearm. Versions of this feat include: • • • • • • • • Speak English Speak French Speak German Speak Spanish Speak Latin Speak Chinese Speak Sioux Speak Indian Sign Language
Prerequisites: Dexterity 13. Special: A character may take this feat multiple times. Benefit: Reduce all impairment penalties by one. Special: The surface does not have to be perfectly smooth and level.
Speak Language
You are a good skirmisher.
You can speak a particular language. Point Blank Shot. Prerequisites: Ride 1 rank. its effects stack.
R i d e . provided that the character’s total distance moved is not greater than his speed. Prerequisites: Point Blank Shot. Benefit: If the character has a solid. Benefit: When using an attack action with a ranged weapon. and a target within 10 feet of that surface. If the character is in heavy armour. the character gains a +2 competence bonus on his Jump check. relatively smooth surface on which to skip a bullet (such as a street or a concrete wall). the character receives a –2 penalty on his attack roll and the damage from the attack is halved.
S h o t o n t h e R un
Benefit: The character can speak a language that is not commonly known. However.

Benefit: When mounted and using the charge action. but firmer than wet mud or fresh snow. Moving in this way does not provoke an attack of opportunity from the defender the character is attacking (though it can provoke attacks of opportunity from others. the character can move both before and after the attack.
•
•
77
Steve Hunting (order #3510822)
2
. clear impressions of footprints. such as a weapon. Benefit: When the character strikes an object held or carried by an opponent.Special: A character can use Decipher Script to decode a particular piece of writing even if he does not speak the language.
Normal: A character without this feat incurs an attack of opportunity when he strikes at an object held or carried by another character. Prerequisite: Treat Injury 4 ranks. The character must make another Survival check every time the tracks become difficult to follow. Benefit: When using an attack action with a melee weapon.
Very Soft: Any surface (fresh snow. you deal double damage with a melee weapon (or triple damage with a lance).
Spring Attack
You are tougher than normal. base attack bonus +4. thick dust. Its effects stack.
Toughness
Prerequisites: Dexterity 13. Ride-By Attack. Special: A character may gain this feat multiple times.
Surgery
Benefit: The character can use the Treat Injury skill to perform surgery without penalty. The character deals double normal damage to objects.
Sunder
Prerequisites: Strength 13. Power Attack. Soft: Any surface soft enough to yield to pressure.
Stealthy
Benefit: The character gets a +2 bonus on all Hide checks and Move Silently checks.
Track
Benefit: To find tracks or follow them for one mile requires a Survival check. Mobility. Firm: Most normal outdoor or exceptionally soft or dirty indoor surfaces. A character with the Literacy feat can also write any language he speaks. the character does not provoke an attack of opportunity. but only occasional or partial footprints can be found. The quarry might leave some traces of its passage.
You smash items with élan. wet mud) that holds deep. as normal). The DC depends on the surface and the prevailing conditions. whether they are held or carried or not.
Benefit: The character gains +3 hit points. A character cannot use this feat if he is carrying a heavy load or wearing heavy armour. provided that the total distance moved is not greater than the character’s speed.
S p i r it e d C h a r g e
You are trained in surgical procedures. Surface Very soft Soft Firm Hard • Track DC 5 10 15 20
You go unseen and unheard.
You are good at hit-and-run attacks. Dodge. Prerequisites: Ride 1 rank.
You can find and follow a trail. or at up to twice the character’s speed with a –20 penalty on the check).
You are highly adept at using a mount to charge into melee combat. Normal: Characters without this feat take a –4 penalty on Treat Injury checks made to perform surgery. The character moves at half his normal speed (or at the character’s normal speed with a –5 penalty on the check. in which the quarry leaves frequent but shallow footprints. The character gains a +4 bonus on any attack roll made to attack an object held or carried by another character.

If the character fails a Survival check. Special: A character can gain this feat multiple times.•
Hard: Any surface that does not hold footprints at all. The character’s vehicle and everyone aboard it receive a +1 dodge bonus to Defence against attacks from that vehicle or opponent. the character selects a different weapon.
Choose one light melee weapon – the character is skilled at wielding it swiftly and adroitly.
+8 +4 +2 +1 +0 –1 –2 –4 –8 +1 +1 +10
You can fight with a weapon in each hand.
Trustworthy
Benefit: The character gets a +2 bonus on all Diplomacy checks and Gather Information checks. but can only follow tracks if the DC is 10 or less. he can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. The quarry leaves only traces. apply only the modifier for the largest size category represented. metal decking. your target may not choose to avoid you. or indoor floors. during the character’s action the character designates an opposing vehicle or a single opponent. The weapons used must both be melee weapons or both be ranged weapons (the character cannot mix the types). see Chapter 7. Benefit: The character’s penalties for fighting with two weapons are reduced. Benefit: With the selected melee weapon. but cannot follow tracks using Search.
Two-Weapon Fighting
You can swerve out of the way of trouble. Benefit: When driving a vehicle. gaining the standard +4 bonus on attack rolls against prone targets.
Skills and Feats
Benefit: When you attempt to overrun an opponent while mounted. base attack bonus +1. concrete. Prerequisite: Dexterity 13+. Prerequisites: Proficient with weapon. Condition Every three targets in the group being tracked Size of targets being tracked: 1 Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Every 24 hours since the trail was made Every hour of rain since the trail was made Fresh snow cover since the trail was made Poor visibility: 2 Overcast or moonless night Moonlight Fog or precipitation DC Modifier –1
You seem trustworthy. The character can select a new vehicle or opponent on any action. He may also draw two light or one-handed weapons in one move action (or free action if he also has the Quick Draw feat).
Weapon Finesse
+6 +3 +3
Tracked target hides trail (and moves +5 at half speed) 1 For a group of mixed sizes.
Trample
Choose a specific weapon. Each time the character takes the feat. Drive 6 ranks.
Vehicle Dodge
Prerequisites: Dexterity 13. 2 Apply only the largest modifier from this category. Prerequisites: Ride 1 rank. such as scuff marks. Normal: A character without this feat can use the Survival skill to find tracks.
Weapon Focus
78
Steve Hunting (order #3510822)
2
.
You are skilled at making your mount crush foes underfoot. A character can choose unarmed strike or grapple for your weapon for purposes of this feat. Combat. Your mount may make one hoof attack against any target you knock down. A character can use the Search skill to find individual footprints. such as bare rock. the character may use his Dexterity modifier instead of his Strength modifier on attack rolls.

the character can give up his regular attacks and instead make one melee attack at the character’s highest base attack bonus against each adjacent opponent. Mobility. Weapon Focus with selected weapon. Each time the character takes the feat. Its effects do not stack.
Whirlwind Attack
Prerequisites: Dexterity 13. Special: You can gain this feat multiple times. Special: A character can gain this feat multiple times. Dodge. You deal extra damage when using this weapon.
Benefit: When the character performs a full-round action. base attack bonus +1. Most people in the West have at least Simple Weapons Proficiency and Simple Longarms Proficiency. Each time you take the feat. Normal: A character suffers a –2 penalty when attacking with an improvised weapon. it applies to a new type of weapon. A character who wishes to use a weapon properly needs to have the appropriate feat. Intelligence 13. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. Benefit: The character adds +1 to all attack rolls he makes using the selected weapon.
Weapon Proficiencies
You can turn anything into a weapon. base attack bonus +4.
You can hit everyone nearby in one attack. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. Spring Attack.
79
Steve Hunting (order #3510822)
2
.
Improvised Weapons Proficiency
Benefit: You may use an Improvised Weapon without penalty. Combat Expertise. while a soldier will have Martial Weapons Proficiency and Martial Longarms and Sidearms Proficiencies. base attack bonus +4.
Choose one type of weapon for which you have already selected the Weapon Focus feat. Prerequisites: Proficiency with selected weapon. the character must select a different weapon.Prerequisites: Proficient with weapon.
Weapon Specialisation
The various weapons listed in Chapter XX: Outfitting require weapon proficiencies to use.

Benefit: You may use a Simple Sidearm without penalty.
I n d i a n W e a p o ns Proficiency
You are trained in using commonly available rifles and shotguns. You may use that particular Exotic Melee or Ranged Weapon without penalty. such as bows and tomahawks. such as the Colt Revolving rifle.
Exotic Longarm Proficiency
80
Steve Hunting (order #3510822)
2
. Normal: A character suffers a –4 penalty when attacking with that particular Exotic Sidearm without this feat.
Exotic Sidearms Proficiency
You are trained in using the weapons of the Indians.
You are trained in using martial weapons such as sabres. Normal: A character suffers a –4 penalty when attacking with a Simple Weapon without this feat. You may use a Simple Longarm without
Simple Longarms Proficiency
You are trained in using an exotic weapon such as a lasso. Benefit: You may use a Martial Melee or Ranged Weapon without penalty. Benefit: penalty. Normal: A character suffers a –4 penalty when attacking with that particular Exotic Longarm without this feat.
You are trained in using the choice longarms of the military and gunslingers.You are used to fighting using basic weapons.
E x o t i c W e a p o ns Proficiency
Normal: A character suffers a –4 penalty when attacking with a Simple Longarm without this feat. Benefit: You may use a Martial Sidearm without penalty. You may use that Exotic Longarm without penalty. Benefit: You may use an Indian Melee or Ranged Weapon without penalty. Normal: A character suffers a –4 penalty when attacking with an Indian Weapon without this feat. Normal: A character suffers a –4 penalty when attacking with a Martial Sidearm without this feat.
M a r t i a l W e a p ons Proficiency
You are trained in using rarely encountered handguns such as the Colt ‘Buntline Special’ pistol. Benefit: Choose an exotic weapon.
S i m p l e W e a p o ns Proficiency
Skills and Feats
You are trained in using the choice sidearms of the military and gunslingers.
You are trained in using rarely encountered guns.
Martial Sidearms Proficiency
Benefit: You may use a Simple Melee or Ranged Weapon without penalty. You may use that Exotic Sidearm without penalty. Benefit: penalty. Normal: A character suffers a –4 penalty when attacking with the chosen Exotic Weapon without this feat. Benefit: Choose an exotic sidearm. Benefit: Choose an exotic Longarm. You may use a Martial Longarm without
Martial Longarms Proficiency
You are trained in using commonly available pistols. Normal: A character suffers a –4 penalty when attacking with a Simple Sidearm without this feat.
S i m p l e S i d e a r ms Proficiency
Normal: A character suffers a –4 penalty when attacking with a Martial Longarm without this feat. Normal: A character suffers a –4 penalty when attacking with a Martial Weapon without this feat.

Uncommon items can only be found in larger towns and cities. each approach is especially effective against one other approach (giving a +4 circumstance bonus to the roll) and especially vulnerable to another. Chest: This is a travel chest. holding important mail. and therefore are found only in the largest cities or are specially ordered. Anything that must keep for a long time tends to be stored in barrels. A canny trader can barter a bundle of buffalo hides for a shiny new rifle. and it also indicates whether using the object requires one hand or two. It is the sort of container that might be carried on a stagecoach. Diplomacy (trying to persuade the other to give a good deal). in dollars. even when the storekeeper has a big heap of hides out back. both characters make an opposed skill check.Outfitting
Equipment is rated as common. • • • • Bluff beats Intimidate and loses to Diplomacy Diplomacy beats Bluff and loses to Perform Perform beats Intimidate Diplomacy and loses to
Trading
Sack: A standard burlap sack. Intimidation (veiled or obvious threats) or Perform (a practised line of patter). Rare items must be shipped from the east. A third and final round of haggling has the price change by 2.
Equipment Tables
Barter and haggling are accepted parts of trade in the West.
Bags and Boxes
Intimidate beats Perform and loses to Bluff
For every point by which one character beats the other’s roll. Availability: Common. Size: The size category of a piece of equipment helps to determine how easy that object is to conceal. monies. a Hardness of 10 and 40 hit points. Barrel: Barrels are still one of the most common ways to store items. he may adjust the worth of his goods up or the worth of the opponent’s goods down by 10%. Saddlebag: Retrieving an item from a saddlebag while riding requires a Ride check (DC 5). vegetables or some other goods. Weight: This column gives the item’s weight. However.
81
Steve Hunting (order #3510822)
2
. once used to hold flour. one that a family of settlers might store their treasured possessions in. as shown on the following tables. and is produced in most settlements and towns. Such trunks are often quite well made and ornate. Strongbox: This strongbox is bound in iron. In general. Uncommon or Rare. gold and other valuable items. The strongbox has a lock that requires a Disable Device check (DC 35) to open. uncommon or rare. The characters can haggle again after the first bout of haggling.5% per point of difference. Common equipment can be obtained almost anywhere. There are several different styles of bartering – a character may use Bluff (claiming that whatever he is offering is better than it is). A chest is fitted with a lock that requires a Disable Device check (DC 25) to open (Break DC 25) and has a Hardness of 8 with 20 hit points. a Break DC of 30.
Purchasing Equipment
Equipment items are described by a number of statistics. After choosing their approach. Cost: The value. but the price change halves to 5%. a character needs only one hand to use any object that is of his size category or smaller.

800 lb. an overcoat in wet weather. scalpels. Women wear heavier dresses and shawls. and is also usable as a flag or signalling device. boots and a hat. Business suit: A dark suit. as well as from thorny underbrush and harsh weather.
Clothing
Spurs: A pair of spurs that attaches to any boot heels. holds water. Casual wear: Most men in the West wear sensible clothing consisting of a cotton shirt.
Doctor’s Bag: The bag contains bandages. a strainer for muddy water. ½ lb. including surgery. anaesthetics and other drugs. 1 lb. 12 lb. a bandanna will provide a +2 circumstance bonus to a Disguise check to conceal a character’s identity. a Break DC of 30. Spurs give a +1 bonus to Ride checks. dance or funeral. as well as a magnifying glass. Lockpick set: This set of probes. clerk. a face shroud for the dead or a noose for the guilty. or buy a second-hand pair of boots to adjust the price up or down. knives and glue. skeleton keys and picks allows a character to use the Disable Device skill without penalty. Formal dress: This outfit is suitable for a formal dinner. a Hardness of 10 and 10 hit points. as well as a selection of balms. pens and inks.50 $15 $1 10c 10c $12 15c 50c 1c $100 $10
Common Common Common Uncommon Common Common Common Uncommon Common Uncommon Common Rare Uncommon
The various outfits listed here have average prices for their various components – a character can splash out on a more expensive shirt. 12 gauge Gun cleaning kit Telescopic Sight Consumables Trail rations (one week) Lamp oil Tobacco Luxuries Banjo Deck of Cards Harmonica Newspaper Piano Violin
Medium Medium Tiny Diminutive Medium Medium Diminutive Small Diminutive Diminutive Tiny Huge Small
7 lb. It can be used to forge documents and letters. 10 lb. suitable for an undertaker. Hat: This can be the classic ten-gallon hat of the cowboy. Boots: A finely made pair of good boots can cost up to thirty dollars. a towel. When used in this way. tourniquets and other tools.
$1 $1. 8 lb. or a more reasonable derby or sombrero.50 $1. It is also heavy enough to provide one point of armour. a hat tie in windy weather. 4 lb. Handcuffs: These sturdy steel manacles have a lock that requires a Disable Device check (DC 20) to open. These handcuffs can be for the hands or feet (known as leg irons) – the latter costs an extra dollar. Coat: This heavy leather or buffalo-hide duster protects the wearer from cold.Ammunition. breeches or trousers. Forgery kit: This is a set of papers. Bandanna: This little square of cloth is one of the most useful items to have on the range. 10 gauge Ammunition. It can be used to shade the back of the neck from the sun. or a +2 if the rider is willing to inflict one point of damage on his mount. Leather chaps: These coverings protect the cowboy’s legs during long rides. A hat keeps the sun and the flies off.
Professional Equipment
83
Steve Hunting (order #3510822)
2
. as a dust mask. Uniform: An army uniform. a sling or bandage. simply by tying the scarf around the lower part of the face and pulling a hat down low over the eyes. precipitation and dust. Bandannas are also notoriously used to conceal one’s identity when embarking on hold-ups and robberies. Your average Dude might wear a robust version of this. but such fancy footwear is normally the mark of the dude or dandy. 7 lb. works as a fan. It allows the full use of the Treat Injury skill. banker or lawyer.

Hot on its heels came the full-blown metal cartridge round. Similarly loading times have been simplified to provide that authentic Hollywood feel. or to corral a horse. and then the actual projectile (a lead ball) was added on top. causing damage as a club. Each box of ammunition holds 100 bullets and the appropriate amount of powder. the calibres of several weapons have been changed from their actual values. Percussion cap ammunition followed. hammers. not to mention climb down a cliff or hang a rustler. the majority of weapons will be metal cartridge. Can be used as an improvised weapon. Saddle. black powder weapons were used. Rope: Good sturdy honest rope that can be used as a lariat. It provides a +2 circumstance bonus to any Spot check to notice a distant object. occasionally. Each paper cartridge contained a pre-measured amount of gunpowder and a lead ball. use the paper as wadding. Saw: Usually used for cutting branches or working wood. this tool is used to mark cattle with the signature brand of a particular ranch or trail herd. powder and shot in a single capsule. Experienced shootists tended to preload spare cylinders to save time. for catching anything from squirrels to bears (and. Branding Iron: Heated in a bonfire.
Trail Gear
The art of killing advanced greatly during the 19th century. to tie up a steer. which detonates the powder and expels the shot. In most games. the lamp casts bright illumination within 30 feet and shadowy illumination within 60 feet. Trap: Traps come in various sizes. Tent: This little tent provides little protection from the elements. Canteen: A canteen holds three days worth of water.
Blanket: A blanket gives a +1 bonus to Fortitude saves against exposure in cold weather. The lamp has a hardness of 3 and 5 hit points. Compass: It points north. When the hammer falls. people). Saddle: A cowboy’s saddle was among his most prized (and expensive) possessions. plus 1d4 fire damage if heated for ten minutes beforehand. pour the gunpowder in. packed down with a ramrod. and spills burning oil if broken. Ammunition in OGL Wild West is deliberately abstracted. One of the major advancements came in the field of ammunition. The gunner would tear open the cartridge. but does shelter the character from light wind and rain. Masterwork: Gives a +1 equipment bonus to Ride checks. others merely entangle the victim. A compass on its own will not get a traveller anywhere – a man needs to know the trails and routes through the wilderness to avoid dangers. although it is not unheard of for a humble saw to act as an improvised amputation tool when there is nothing more suitable available. Bedroll: Travellers sleeping under the stars need a bedroll for a comfortable night.
Outfitting
Telescope: A small. These evolved into paper cartridge weapons. Oil lamp: At night. ramming home the charge and capping the chamber. Gunpowder was poured into the weapon. collapsible telescope that has a range of 15 miles or so on a clear day. requiring each chamber to be loaded individually. To allow this. which were in widespread use in the latter half of the 19th century. and a Large trap 1d8. and then add the ball. saws and other tools for use with various Craft skills. Some traps are damaging. Shovel: A useful tool designed for digging holes and shifting earth. Can also act as an improvised club in an emergency. A trap for Tiny creatures inflicts 1 point of damage when triggered. to simplify bookkeeping and allowing players characters to trade ammunition. providing the user takes a full round action in order to use it. At the start of the century. a Small trap deals 1d4 damage. Wars such as the Civil War provided the impetus for new types of weapons. it detonates the primer. a Medium 1d6. which contain primer.
A m munition Types
84
Steve Hunting (order #3510822)
2
. Finally came metal cartridge ammunition.Mechanical tool kit: A box of wrenches.

pemmican. Newspaper: Newspapers were common in the West – many small towns had their own newspaper. Remember. The printer was often the writer. (See Aiming. Horses. oils and tools to keep a weapon clean. playable with one hand. See Weapon Maintenance. especially out in the desert. a pick can also be used as an improvised axe if necessary. Loyal Horse. Almost every character will have at least one horse. instead of the usual +2. A masterwork holster (costing $15) gives a +1 equipment bonus when quick drawing a weapon. editor and publisher as well.Pick: A combination of axe and hammer. never shoot the piano player. page XX. Lamp oil: This is a large jug of oil. A vital component of any mining exhibition. which are special abilities possessed by the mount. It also protects the weapon from exposure to the elements. This bag contains enough for one week. The Cavalry was the premier military unit. Pistol belt: This belt holds twenty bullets. Each horse has a number of Horse Feats. printed locally. although it can also carry rifle bullets and shotgun cartridges. They also regularly provide alternate means of employment for feisty female characters. Ornery Pony Pony. page XX). those heading into uninhabited territory should take along a few weeks worth of food. A bag of grain can keep a horse on its feet after a hard ride.
Horses
Trail rations (one week): Trail rations consist of dried meat. Piano: This is an upright piano. containing one pint of lamp oil. Gun cleaning kit: A gun can quickly become jammed with dirt and other foreign particles. Most supplement this measly diet with hunting. This kit contains cloths. The Perform skill is used to play it well. used for anything from breaking rocks to digging tunnels. page XX. communications were carried by pony express and horse-drawn stagecoach – some states considered horse theft a greater crime than murder. Still. Tobacco: Smoking or chewing. Failing to maintain a weapon increases the chance of a misfire – see Weapon Maintenance.
Weapon Accessories
The West ran on horses. vendettas and petty feuds often raged across the columns of newsprint. which are easily accessible in a fire-fight. See The Outlaw Josey Wales for how to handle chewing tobacco appropriately. It could be a status symbol to a settler. The cost of a horse varies depending on its quality. Excellent Heavy Cost $80 $100 $50 $70 $50 $80 $60 $100 Feats 1 1d4 1 1d4 2 1+1d4 2 1+1d4 Availability Common Uncommon Common Uncommon Common Uncommon Common Uncommon
85
Steve Hunting (order #3510822)
2
. A character using a rifle fitted with telescopic sights gains a +4 bonus when aiming. Telescopic Sight: Effectively a small telescope that allows a character to aim any rifle with pinpoint accuracy. Light Horse. many found themselves making more money playing the fiddle than they did through mining or ranching.
Consumables
Horses
Horse Type Mule Mule. size and age. Excellent Light Horse. See page XX. Ammo bandolier: An ammo bandolier is usually worn over one shoulder and holds another twenty bullets and gives the same benefits as a pistol belt. fresh food traded for along the way. Detailed horse rules are in Chapter XX. Horse feed: There is not always enough grass to feed a horse.
Banjo: A relatively easy instrument to play. Having one allows a gun to be reloaded quickly in a firefight. beans and other preserved food. Violin: Perhaps the most popular instrument in the West.
Luxuries
Holster: This holster can be attached to a belt and holds a single pistol. or the contents of a chuckwagon. Deck of Cards: Used for gambling. or play jaunty music in a drinking hall of debauchery and gambling. Rifle cover: This oilcloth or leather cover protects a longarm from exposure. banjos are used with the Perform skill. Harmonica: A mouth organ. Heavy Horse.

• C (Crew): The standard number of crew. not item sizes). 800 lb. The number in brackets is the total Strength needed to pull the vehicle.600 lb. 1. • • Def (Defence): The vehicle’s Defence. -1 Man -2 -4 -4 -4 +0 +0 Top Speed 90 ft. P (Passengers): The number of passengers (in addition to the crew) the vehicle is designed to carry. As the bed of the wagon slopes upwards. a character lying in the wagon has total cover. Many vehicles can carry extra passengers instead of cargo. Cost: The price of the vehicle. Init -2 -4 -4 -4 +0 380 lb. forming a corral in the middle to hold the horses or oxen and providing a defensive line to hold out against attackers. 60 ft. only one person is needed to drive the vehicle. one additional passenger can be carried for each 250 pounds of unused cargo capacity. Subtract this number from any damage dealt to the vehicle. Man (Manoeuvre): The modifier added to any Drive checks attempted with the vehicle. Team: The number of horses needed to pull the vehicle. or half cover when firing out the front or the back. Init (Initiative): The modifier added to the driver’s initiative check when operating the vehicle. should the driver need to use mules or ponies instead of horses. uncomfortable. Hard (Hardness): The vehicle’s hardness. HP (Hit Points): The vehicle’s full normal hit points. serve as porters or engineers and so on.000 lb. 60 ft. Def 9 8 8 8 8 9 Hard 5 7 7 7 6 5 HP 12 20 30 20 30 10 Size L H H H H L Cost $75 $250 $500 $750 $750 $55 Availability Common Uncommon Uncommon Uncommon Uncommon Common
86
Steve Hunting (order #3510822)
2
. As a rule of thumb. but doing so is usually a cramped. 120 ft. Size: Vehicle size categories are defined differently from the size categories for weapons and other objects (they use the creature size categories. Cargo Capacity: The amount of cargo the vehicle is designed to carry. 120 ft. It is pulled by two horses. as shown on the Vehicles table below.Vehicles are described by a number of statistics.
Wagons & Cove r
Outfitting
•
The most common defence of a wagon train is to arrange the wagons into a circle. Availability: purchased. Characters can use the wagons for cover and anyone trying to run between the wagons or crawl under them will have nowhere to dodge to and therefore will not gain their Reflex bonus to Defence. Where the vehicle can be
Circled Wagons
•
•
• •
• • •
• •
Light Wagon (Buckboard): This is a small cart with springy suspension under the front seat. Each unused passenger slot allows the vehicle to carry an additional 100 pounds of cargo. and often unsafe experience for those passengers. 60 ft. Vehicles that carry passengers can use that space to carry additional cargo when passengers are not present. other crew members ride shotgun. Another four or five people can be crammed
Vehicles
Vehicle Light Wagon (Buckboard) Chuckwagon Conestoga Wagon Schooner Stagecoach Buggy C 1 1 1 1 2 1 P 1 1 1 1 15 1 Team 2 (30) 4 (60) 6 (90) 4 (60) 8 (120) 1 (12) Cargo 650 lb. In most cases. Top Speed: The vehicle’s maximum speed.
Vehicles
A character inside a wagon has nine-tenths cover when inside a wagon. 1.

carrying a whole family’s possessions as they make for a new life out West. clothes and water. Range Increment: Any attack at less than this distance is not penalised for range. although a removable leather bench could be added between the two rows of seats. they are covered in canvas. Most of the passengers sat inside on cushioned seats.
Weapons
Ranged weapons fall into four general groups: pistols. Most of the cargo was held in the back. Underneath is a cowhide sling that holds fuel for the campfires and the wagon’s oven. shotguns and other ranged weapons such as bows or spears. excess packages were strapped to the roof. Action: How the weapon is used. Tools such as the wagon jack for lifting the wagon and changing the wheel are tied to the sides of the wagon or stored in the back. mail and goods across the wide plains at great speed. explosives and splash weapons. Chuckwagon: The chuckwagon accompanies a cattle drive. and melee weapons. cross-country Ship. Beneath the driver’s seat is a compartment containing the strongbox. and contains the cook’s equipment and food stores. If the threat is confirmed. A buggy provides no cover. later. although it will be an uncomfortable ride for them. Schooner Wagon: Smaller and lighter than the older Conestoga. and their lighter frames were more suited for crossing rivers and other difficult terrain. buffalo chips are used. the sort that an honest settler might drive to church in of a Sunday. A team of four or eight horses pulls a stagecoach. Like the Conestoga. Critical: The threat range for a critical hit. along with other supplies such as bedrolls. which provides one-quarter cover. See the sidebar. Schooners required fewer animals to pull them.
Ranged Weapons
Ranged weapons are described by a number of statistics. the fuel might be dry wood. longarms. Damage: The damage the weapon deals on a successful hit.
L if e s t y l e
87
Steve Hunting (order #3510822)
2
. However. Buggy: This is a small horse-drawn vehicle. as if hitting the target two times). Louis to San Francisco Train. Tools such as hammers and axes are stored in a box underneath the driver’s seat. as shown on the Ranged Weapons table below. and housing. behind the driver’s box seat.
Lifestyle Items
Housing Poor Hotel Average Good Excellent Week’s Rent Entertainment Bordello Dance Hall Musical Stage Play Whiskey Shot ‘Long bit’ (Shot & Beer chaser) Transportation Stagecoach Stagecoach. Conestoga Wagon: This is the classic covered wagon of the settler. A character inside a stagecoach has nine-tenths cover. a weapon deals double damage on a critical hit (roll damage twice. Ranged weapons have a maximum range of ten range increments. schooners appear during the 1840s. Early in a drive. entertainment and meals beyond the ordinary.
Ranged Weapon Traits
Lifestyle items include travel expenses. blankets and rain slickers. a character atop the stage has only one-quarter cover. When using a ranged weapon. Stagecoach: Stagecoach services started in the 1850s. which have a maximum range of five range increments. which determines its rate of fire. St. Lifestyle items are shown on the table below. New York to San Francisco Cost 25c 75c $2 $6 $1+ Cost $30+ 50c 50c $1 10c 15c Cost 15 c/mile $200 $75 $80
The weapons covered here are grouped into three categories based on their general utility: ranged weapons. the wielder applies his Dexterity modifier to the attack roll. The wagon has only a light rail to keep the cargo in. tools. depending on its load and the speed desired. carrying passengers.into the back. each full range increment causes a cumulative –2 penalty on the attack roll. Another three passengers could sit atop the roof seat. except for thrown weapons. A water barrel sits at the front of the wagon and a folding table is at the rear.

These weapons use the Sidearms proficiencies. but was purchased in large quantities by officers and enlisted men alike.2: Despite its nickname of ‘Old Army’. Remington ‘Army’: Reliable and efficient. A character unfamiliar with the gun might accidentally recock the gun instead of firing it. Colt ‘Cavalry’: The standard sidearm of the cavalry. letting it be fired in single or doubleaction mode. S&W ‘American’: Used by both the American and Russian armies. Colt ‘Navy’: This design was popular among Confederate officers. Walch ‘Navy’: This gun has double-sized chambers. Slocum ‘Pocket Arm’: Notable for its elegant design and front-loading chambers. single-trigger form of the Tranter. Savage ‘Navy’: This curiously designed gun had its cocking lever positioned inside the trigger guard. Adams ‘Service’: This gun became popular during the Crimean war. adding +1 damage to punch attacks. this was a popular and powerful revolver. Colt ‘Army’: The standard army revolver in the latter part of the 19th century. Anybody standing in front though is going to know about it. popular with couriers. then he may deal an extra 1d6 damage. which can be quite a surprise to an opponent who has counted to six… Adams ‘Improved’: Changes to the locking bolt makes this weapon more resistant to wear and tear. this earlier model is not especially noteworthy. Le Faucheux: French-designed pistol. Sharps Derringer: This vicious little four-barrelled pepperbox is especially lethal at close range – if it hits an enemy within 10 feet and the firer rolls a natural 6 on the damage dice. the Peacemaker or Frontier as it was officially known has become the archetypal western sidearm. the Remington Army was used by ‘Buffalo’ Bill Cody. Paterson Colt: One of the earliest revolvers. this gun was never issued to soldiers. believed to have been favoured by Billy the Kid. this reliable pistol was also constructed in Boston. Tranter ‘Army’: This English-made gun had a double trigger mechanism. Tranter: This is the regular. Colt ‘Lightning’: A fast and light gun. especially good for those not used to firearms. most notable for possessing one extra chamber. Schofield S&W ‘Frontier’: A well made and comfortable weapon. Peacemakers killed Jesse James. Adams ‘Single Action’: Improved model. It was also popular on the frontier. A simplified version of the
Outfitting
One of the earlier double-action A short-barrelled version of the
Colt ‘Buntline Special’: This has a 12-inch long barrel. This is the first genuine hand cannon. the sheer power packed into the barrel of the Dragoon means that the gun tends to backfire badly. Colt ‘Thunderer’: Colts.
90
Steve Hunting (order #3510822)
2
. Billy the Kid and Pat Garrett. Many aficionados look upon the Tranter as the epitome of revolver design during the period.
Sidearms
Webley ‘Army’: While later Webleys were famously efficient. Webley ‘Bulldog’: A large-calibre British-made pistol. but was very popular with the early Texas Rangers. the Paterson Colt was rather delicate and finicky. Deane-Adams: Originally English-made. Smith & Wesson no. Colt ‘Peacemaker’: One of the most famous and popular guns of the west. Remington-Elliot: This little derringer can be used like a knuckleduster. Starr ‘Army’: Third behind Colt and Remington-made weapons in popularity during the Civil War. giving it a –1 penalty to Initiative in quick draw duels. as well as gunslingers like Wild Bill Hickok. and was adopted as the British service revolver. Walker-Colt ‘Dragoon’: While not as unreliable as the earlier Walker model. Deane-Adams ‘Pocket’: A smaller version of the regular Deane-Adams. Colt ‘Shopkeeper’: standard Colt. allowing it to carry twice as many bullets.

A hit from one of these can cause massive damage. range and firepower made it a favourite. This more modern design is more powerful but equally troublesome. but not especially popular or common. Hawken ‘Plains Rifle’: Popular with settlers and homesteaders on the Great Plains. Spencer Carbine: Marginally more powerful than the Springfield carbine. Springfield Carbine: This was one of the primary weapons of the U. Army during the western era. and was widely imitated by other manufacturers. the earlier needle-guns were underpowered and unreliable. Starr Carbine: This carbine was plagued with problems and was very vulnerable to jamming if mistreated. A character using a carbine may reduce the penalties for firing from horseback by –2. giving a +1 equipment bonus to hit. Sharps Carbine: A lighter and smaller variant of the reliable Sharps Rifle. Endorsed by many famous hunters including ‘Buffalo’ Bill himself. The Springfield carbine. Winchester ‘76’: This is the commonly available version of the 1-in-1000.S. the Sharps ‘Big 50’ actually came on the market after most of the great herds were gone. Sharps ‘Buffalo Gun’: Another heavy longarm.These weapons use the Longarm proficiencies. Winchester ‘1-in-1000’: A prestige version of the popular Winchester rifle. Burnside Carbine: The third most popular cavalry rifle of the era. this rifle is a masterwork weapon. lacking the precision-made barrel that gives the other gun its superlative accuracy. US Musket. A character using a carbine may reduce the penalties for firing from horseback by –2. A character using a carbine may reduce the penalties for firing from horseback by –2. suitable for shooting small game. however. the Spenser’s rimfire cartridges had a tendency to misfire. Henry Rifle: Technically ahead of its time. it lacked penetrating power. A character using a carbine may reduce the penalties for firing from horseback by –2. it earned its nickname thanks to its bright brass stock. ‘Trapdoor’ Springfield Carbine: The ‘trapdoor’ design was originally a compromise conversion of older muzzleloading muskets into something like a more modern breech-loading rifle. was a production model that incorporated the trapdoor. A character using a carbine may reduce the penalties for firing from horseback by –2.
Rifles and Muskets
Volcanic ‘Rocket-Ball’ Carbine: Notoriously finicky and underpowered. However. generally into the left hand of the holder. You have been warned!
91
Steve Hunting (order #3510822)
2
. Sharps Rifle: Praised for the high quality of its construction. Dreyse ‘Needle Gun’: One of the earliest breech-loaders. as this weapon had a propensity for misfiring and discharging all remaining cylinders in one go. A character using a carbine may reduce the penalties for firing from horseback by –2. Winchester ‘Yellow Boy’: One of the earliest repeater rifles. the weapon’s combination of reliability. suitable for use on horseback. mod. designed to bring down a buffalo with a single shot. The musket was a rough-and-ready gun. What may seem like a great idea in principle turned out to be a nightmare in practice. this was the first mass-produced weapon from the Sharps factory. and was praised for its range and reliability. ‘Mississippi’ Rifle: The M1841 was the first percussion rifle commonly used in the United States. Sharps ‘Big 50’: Built to satisfy the demand of buffalo hunters for a more powerful weapon. but it was long lasting. giving a +1 equipment bonus to attack rolls. Remington ‘Rolling Block’: The Remington was extremely well balanced. A character using a carbine may reduce the penalties for firing from horseback by –2.1842: A mass-produced military weapon.
Indian Trade Musket: This simple weapon was manufactured by the various fur companies for trading to the Indian tribes. Winchester Rifle: The famous Winchester rifle was the single most popular rifle of the Wild West. many of which found their way out West. Colt ‘Revolving’ Rifle: Essentially a revolver with a riflelength barrel and stock. lacking the fine lines or decorations of more expensive weapons. ‘Squirrel’ Rifle: A cheap hunting rifle.

design that allowed it to carry far more ammunition than a standard shotgun. Cartridges were carried in a tube beneath the barrel, forced into the firing breech by a manually operated slider, allowing a much faster rate of fire than a standard breech-loading shotgun.

These weapons use the Simple, Martial or Indian weapons proficiencies. Bow: The wooden bow is the favoured weapon of the native tribes. More advanced compound bows made of animal horn count as Masterwork weapons and give a +1 bonus to attack rolls with the bow. A Knowledge (Indian Lore) check (DC 15) allows a character to identify which tribes’ arrows were used in an attack. Spear: Indians use their spears as lances, charging into combat on horseback or foot. They can also be thrown with a range increment of 20 feet. Throwing Hatchet: This is a smaller hatchet or tomahawk, which can be thrown in combat. Lasso: The target of a successful lasso attack is Entangled (see page XX), and may be Grappled by the lasso wielder using his lasso attack instead of his normal Grapple score. If mounted on a horse, then the lasso wielder can use the horse’s Strength bonus instead of his own. A lasso cannot inflict wounds. A lasso cannot extend beyond its 10-foot base range. Whip: A whip can be used to make a Trip attack if the user hits with a ranged touch attack. A whip cannot inflict wounds. A whip cannot extend beyond its 15-foot base range. Throwing Knife: A small knife balanced for throwing. It can be used as a melee weapon, but only deals 1d3 damage due to its small size in melee.

Other Ranged Weapons

Gatling Gun: One of the earliest incarnations of the machine gun, the Gatling gun is capable of firing up to 350 rounds per minute. A character firing a Gatling gun may make up to four attack rolls each round, as long as the targets are within 20 feet of each other and are all on the same side of the gun. Each successful attack results in 1d4 hits, and each hit does 1d10 damage. Do not add the margin of success when determining the sort of wound inflicted by the Gatling gun. If any attack rolls a one, the Gatling gun jams. Cannon: A cannon does explosive damage due to the force of the impact – any characters standing within five feet of where the cannon strikes take 4d6 damage. The cannon targets a square rather than a particular character, and scatters like a grenade. However, the cannon is a direct-fire weapon, so any characters standing between the cannon and its target risk being hit – if the cannon ball passes through their square, they must make a Reflex save (DC15) or be hit. Characters caught in the explosion may make a Reflex save (DC15) to take half damage.

M a c h i n e G u n s and Artillery

94
Steve Hunting (order #3510822)

2

Ammo .54 Shell

Date 1863 1835

Cost $2,000 $850

Category Exotic Exotic

Size Huge Gargantuan Reflex DC: Any creature caught within the burst radius of an explosive may make a Reflex save against the DC given in this column for half damage. Range Increment: If the weapon can be thrown, its range increment is shown in this column. Explosives with no range increment must be set in place before being detonated. (See the Demolitions skill). Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it is a light weapon. A Medium-size or smaller weapon can be used one-handed or two-handed. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand. Weight: This column gives the weapon’s weight. Dynamite: One of the most common and straightforward explosives, dynamite is very stable under normal conditions. A stick of dynamite requires a fuse or detonator to set it off. Additional sticks can be set off at the same time if they are within the burst radius of the first stick, increasing the damage and burst radius of the explosion. Each additional stick increases the damage by +1d6 (maximum 10d6) and the burst radius by 5 feet (maximum 20 feet). It is possible to wire together several sticks of dynamite for even greater explosive effect. Doing so requires a Demolitions check (DC 10 + 1 per stick). If the character succeeds on the check, the damage or the burst radius of the explosion increases by 50% (the character’s choice).

These weapons explode or burst, dealing damage to creatures or objects within an area. Explosives can be thrown or set off in place, depending on the type of explosive device. Dynamite and or explosive charges are examples of these weapons. All explosives must be detonated. A splash weapon is a projectile that bursts on impact, spewing its contents over an area and damaging any creature or object within that area. Generally, creatures directly hit by splash weapons take the most damage, while those nearby take less damage. Splash weapons usually must be thrown to have effect. Damage/Direct Hit Damage: The primary damage dealt by the weapon. For explosives, the Damage column shows the damage dealt to all creatures within the explosive’s burst radius. For splash weapons, the Direct Hit Damage column is used for a target directly struck by the weapon. Burst Radius/Splash Damage: For explosives, the burst radius is the area affected by the explosive. All creatures or objects within the burst radius take damage from the explosive. For splash weapons, all creatures within 5 feet of the impact point of the weapon take splash damage equal to the amount shown in this column. Damage Type: Damage from explosives and splash weapons is classified according to type: energy (of a specific type) or slashing. Some creatures or characters may be resistant or immune to some forms of damage. Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

To set off dynamite using a fuse, the fuse must first be lit, requiring a move action (and a lighter or other source of flame). The amount of time until the dynamite explodes depends on the length of the fuse - a fuse can be cut short enough for the dynamite to detonate in the same round (allowing it to be used much like a grenade), or long enough to take several minutes to detonate. Cutting the fuse to the appropriate length requires a move action. Dynamite is sold in boxes of 12 sticks. It is considered to be a simple explosive for the purpose of using a Craft (chemical) check to manufacture it. Gunpowder Keg: A keg of black power can be detonated in the same way as dynamite, and can be combined with other kegs or with dynamite. Each additional keg increases damage by +2d6 (maximum 10d6) and the burst radius by 5 feet (maximum 30 feet). Gunpowder must be placed in position; it cannot be thrown. Bottle of Burning Booze: This is a simple incendiary grenade, make up of a burning rag and particularly strong whiskey. Being hit by it may be less damaging than drinking it. One day some Russian chap might give it a proper name. It’s worth pointing out that some alcohol out west is so strong that you may not need to bother with the rag.

Cost: The price of the weapon, in dollars. If no price is listed, then the item is either free as it can easily be found, or not generally available for sale. Damage Type: Melee weapon damage is classified according to type: bludgeoning (weapons with a blunt striking surface), piercing (weapons with a sharp point) and slashing (weapons with an edged blade). Some creatures or characters may be resistant or immune to some forms of damage. Feat: The feat needed to have proficiency with the weapon. A character not proficient with the weapon suffers a –4 penalty to attack rolls with the weapon. Size: Size categories for weapons and other objects are defined differently from the size categories for creatures. The relationship between a weapon’s size and that of its wielder defines whether it can be used one-handed, if it requires two hands, and if it’s a light weapon. • A Medium-size or smaller weapon can be used onehanded or two-handed. A Large weapon requires two hands. A Small or smaller weapon is considered a light weapon. It can be used one-handed and, as a light weapon, is easier to use in a character’s off hand.

Outfitting

•

A character’s Strength modifier is always added to a melee weapon’s attack roll and damage roll. Melee Weapons Table Melee weapons are described by a number of statistics, as shown on the Melee Weapons table below. Damage: The damage the weapon deals on a successful hit. Critical: The threat range for a critical hit. If the threat is confirmed, a weapon deals double damage on a critical hit (roll damage twice, as if hitting the target two times).

M e l e e W e a p o ns

Weight: This column gives the weapon’s weight. Brass Knuckles: These increase damage from a punch attack by +1. A strike from brass knuckles is considered an unarmed attack. Small Knife: This is a standard kitchen or wood-whittling knife. Bowie Knife: The famous razor-sharp trail knife, found in the outfit of most travellers. Tradition has it that it should be made from the broken blade of a sword, although most are actually made specially. Club: A cosh or other simple club. Axe: A wood-chopping axe.

Sabre: A slashing sword, suitable for using from horseback or as a fencing weapon. Most likely found in the hands of US cavalrymen or captured by Indians. Hatchet: A heavy metal or stone-bladed Indian hatchet. See also Improvised Weapons, page XX.

Armour reduces the damage dealt by attacks. However, the weight of the armour causes penalty to certain skills – these skills have the note armour penalty listed next to them. Armour was rarely worn in the West, but it can be a useful edge for a character with a low Defence. Each item of armour lists its Damage Reduction, the locations it covers, and its armour penalty.

Ar m o u r

$10 $50

2/4/-

-2 -4

97
Steve Hunting (order #3510822)

2

Rules of the West
T
Rules of the West
load counts as medium or heavy armour for the purpose of abilities or skills that are restricted by armour. a character’s load affects his maximum Dexterity bonus to Defence. Tiny x1/2. as follows: Small x3/4. While overloaded in this way. including armour. A medium or heavy
Carrying Capacity
Bigger and Smaller Creatures
The figures on Carrying Capacity are for Medium bipedal creatures. Diminutive x1/4. the character loses any Dexterity bonus to Defence and can move only 5 feet per round (as a full-round action). multiply the value corresponding to the creature’s Strength score from Carrying Capacity by the appropriate modifier. A character can lift as much as double his maximum load off the ground. A character can generally push or drag along the ground as much as five times his maximum load. carries a check penalty. reduces the character’s speed. and gear. but he can only stagger around with it. Huge x4. A character can lift as much as his maximum load over his head. medium.
Lifting and Dragging
If you want to determine whether your character’s gear is heavy enough to slow him down.
his chapter covers all sorts of conditions and situations that may arise during a game. as follows: Large x2. Depending on how the weight compares to the character’s carrying capacity. he may be carrying a light. Like armour. and bad circumstances can reduce them to onehalf or less. Gargantuan x8. Carrying a light load does not encumber a character. There is no need for the players or Games Master to memorise all these – this chapter should be consulted whenever it is needed. and affects how fast the character can run. Fine x1/8. weapons. or heavy load. Diminutive
98
Steve Hunting (order #3510822)
2
. Quadrupeds can carry heavier loads than characters can. Favourable conditions can double these numbers. as follows: Fine x1/4. Instead of the multipliers given above. Colossal x16. A smaller creature can carry less weight depending on its size category. A larger bipedal creature can carry more weight depending on its size category. total the weight of all the character’s items. as shown on the Carrying Loads table. Compare this total to the character’s Strength on the Carrying Capacity table.

In some situations.
Use tactical movement for combat. If more than one condition applies. Hampered Movement: Difficult terrain. you may use a fullround action to move 5 feet (1 square) in any direction. Even though this looks like a 5-foot step. In such a case. a character can run for a minute or two before having to rest for a minute. When movement is hampered. Run (x4): Moving four times speed is a running pace for a character. See Overland Movement.) You cannot run or charge through any square that would hamper your movement. for movement measured in miles per hour. or moving that speed in the same round that he performs a standard action or another move action is hustling when he moves.Rules of the West
Hustle: A hustle is a jog at about 6 miles per hour for an unencumbered person. effectively reducing the distance that a character can cover in a move. Generally. Walk: A character can walk without a problem on the local scale. obstacles. Run: A character with a Constitution score of 9 or higher can run for a minute without a problem. It represents about 12 miles per hour for an unencumbered human. (You cannot take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.
Basic Movement
100
Steve Hunting (order #3510822)
2
. even diagonally. A character moving his speed twice in a single round. measured in feet per minute. (This is a specific exception to the normal rule for doubling)
T a c t i c a l M o v e ment
Characters exploring an area use basic movement. or 8 miles per hour for a character carrying a load. multiply together all additional costs that apply. it is not. Characters generally do not walk during combat—they hustle or run. or poor visibility can hamper movement. and thus it provokes attacks of opportunity normally. below. Hustle: A character can hustle without a problem on the local scale. each square moved into usually counts as two squares. your movement may be so hampered that you do not have sufficient speed even to move 5 feet (1 square).

a Constitution check (DC 10 +2 per extra hour) is required. 1.) 1 Pony Per Hour 6 miles 4 miles 5 miles 3-1/2 miles 4 miles Per Day 48 miles 32 miles 40 miles 28 miles 32 miles
101
Steve Hunting (order #3510822)
2
. a character walks for 8 hours. sandy Forest Hills Mountains Plains Swamp Road or Trail x1/2 x1 x3/4 x3/4 x1 x3/4 Trackless x1/2 x1/2 x1/2 x1/2 x3/4 x1/2
Mounts and Vehicles
Mount/Vehicle Mount (carrying load) Light horse Light horse (231–690 lb. and eating. Attempting to run and rest in cycles. A character can walk for more than 8 hours in a day by making a forced march. 80 ft. If the check fails. 40 ft. Hustle: A character can hustle for 1 hour without a problem. 20 ft. 30 ft. Hustle 30 ft. Terrain: The terrain through which a character travels affects how much distance he can cover in an hour or a day (see Terrain and Overland Movement).the preferred method for long distance overland travel when time is not an important factor or in short supply. It is very possible for a character to march into unconsciousness by pushing himself too hard on a forced march. Mounted Movement: A mount bearing a rider can move at a hustle. Run (x4) 600 ft. A fatigued character cannot run or charge and takes a penalty of –2 to Strength and Dexterity until he has rested for at least one hour. A road is typically a dirt track. 1. but it takes 1d6 points of damage per hour of riding after it is fatigued instead of falling into unconsciousness. Run (x4) 60 ft. For each hour of marching beyond 8 hours.600 ft. The damage is increased to 1d8 if the animal has a Medium or Heavy load. 800 ft.200 ft. below). One Minute (Local) Walk 150 ft. A trail is like a road. 60 ft. 600 ft. 120 ft. Run: A character cannot run for an extended period of time.) 1 Heavy horse Heavy horse (301–900 lb.
Overland Movement
Movement and Distance
——————— Speed ——–———— 15 feet 20 feet 30 feet 40 feet One Round (Tactical)* Walk 15 ft. except that it allows only single-file travel and does not benefit a party travelling with vehicles. the character becomes fatigued.effectively works out to a hustle. Walking for longer than that can wear him out (see Forced March.Characters covering long distances cross-country use overland movement. 80 ft. 160 ft. A day represents 8 hours of actual travel time. Hustling for a second hour in between sleep cycles causes the character to become fatigued. Walk: A character can walk 8 hours in a day of travel without a problem. 400 ft. 300 ft. 400 ft.
Hampered Movement
Condition Additional Movement Cost Difficult terrain x2 Obstacle* x2 Poor visibility x2 Impassable — * May require a skill check
Terrain and Overland Movement
Terrain Desert. The rest of the daylight time is spent making and breaking camp. The creature can also be ridden in a forced march. Overland movement is measured in miles per hour or miles per day. resting. Trackless terrain is a wild area with no paths. Hustle 300 ft. 40 ft. One Hour (Overland) Walk 1-1/2 2 miles 3 miles 4 miles miles Hustle 3 miles 4 miles 6 miles 8 miles Run — — — — One Day (Overland) Walk 12 miles 16 24 miles 32 miles miles Hustle — — — — Run — — — — * Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet. 200 ft. Forced March: In a day of normal walking. 800 ft.

when the characters are not engaged in roundby-round combat. 1 hr. outlasting it with stamina. a blinded creature has a 50% miss chance in combat (all opponents have total concealment). See Carrying Capacity.
Character Conditions
The character has lost 1 or more ability score points. canoes. 50 ft. The loss is temporary and these points return at a rate of 1 per evening of rest. Sometimes a chase occurs overland and could last all day. If the pursuer wins.
Ability Damaged
102
Steve Hunting (order #3510822)
2
./pint Torch 20 ft.
Vision and Lighting Conditions
In round-by-round movement.Rules of the West
15 miles 10 miles 15 miles 24 miles 150 miles 1 Quadrupeds. 2 Rafts. oil 30 ft. Campfire 25 ft. it catches the fleeing creature. but they can be pulled upstream by draft animals on the shores.
Moving Within a Single Square
See the table below for the radius that a light source illuminates and how long it lasts. If the creature being chased wins. moves at half speed. In an area of shadowy illumination.) 1 Cart or wagon Stagecoach Ship Raft or barge (poled or towed) 2 Canoe Keelboat (rowed) 2 Rowboat (rowed) 2 Paddleboat Train
3 miles 3 miles 2 miles 2 miles 2 miles 8 miles 1/2 mile 1. In the case of a long chase. it escapes. These vehicles cannot be rowed against any significant current. simply counting off squares. an opposed Constitution check made by all parties determines which can keep pace the longest. If going downstream. 60 ft. 6 hr.) 1 Donkey or mule Donkey (51–150 lb.
Pony (76–225 lb. but outside combat they can impose unnecessary hindrances on character activities. and the chase continues for at least a few rounds. such as horses. In addition to the obvious effects. rowboats and paddleboats are used on lakes and rivers. there is a simple way to resolve a chase: If one creature is pursuing another. 2 hr. 1 A candle does not provide bright illumination. for more information. A creature cannot hide in an area of bright light unless it is invisible or has cover. above. a character can see dimly.
The following conditions can affect a character as a result of peculiar injuries. If the creature being chased rolls the highest. so add an additional 42 miles to the daily distance travelled. for instance.
E v as i o n a n d P u rsuit
Light Sources and Illumination
Object Bright Shadowy Duration Candle n/a1 5 ft. loses any Dexterity or Reflex bonus to Defence. 1 hr. both are moving at the same speed. they should be able to move anywhere and in any manner that you can imagine real people could. In an area of bright light. it gets away. A creature in an area of shadowy illumination can make a Hide check to conceal itself. can hold several characters. the chaser runs down its prey. takes a –2 penalty to Defence. If not. can carry heavier loads than characters can. 40 ft. with the two sides only occasionally getting glimpses of each other at a distance. Creatures within this area have concealment relative to that character.) 1 Mule (231–690 lb. it is impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise. keelboats. they just cannot all fight effectively in that small space. only shadowy illumination. have them make opposed Dexterity skill checks to see who is the faster over those rounds. and takes a –4 penalty on Search checks and most Strength and Dexterity-based skill checks. it is no problem for a fast character to get away from a slower one. barges. In addition to 10 hours of being rowed. The rules for movement are important for combat. add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. When the speeds of the two concerned characters are equal. Lantern. This differs from ‘effective’ ability loss.½ miles 1 mile 1-1/2 miles 3 miles 25 miles
24 miles 24 miles 16 miles 16 miles 16 miles 64 miles 5 miles
In general. all characters can see clearly. A 5-foot square. if someone can guide it. the vehicle can also float an additional 14 hours.

a dazed character can take no actions. The character has 0 hit points. loses his Dexterity bonus.
Dying
A character dies when his hit points drop to –10 or lower.
Entangled
Disabled
Characters who are exhausted move at half speed and cannot run or charge. The character cannot make Listen checks. the character can move at half speed. they take a –6 penalty to Strength and Dexterity. and takes 1 point of damage after any action. The loss is permanent. but cannot run or charge. the character takes a –2 penalty to his Defence.
Dead
The character cannot hear and takes a –4 penalty on initiative checks. The character cannot make Spot checks or perform any other activity (such as reading) that requires vision. Furthermore. but still gets the benefit of his normal Defence. the entangled character cannot move. and can take no actions. This –4 penalty also applies to Search checks and any other skill checks for which the Games Master deems sight to be important. and thus everything has total concealment to him. Characters who are blind long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the Games Master’s discretion). or when his Constitution drops to 0. then the two must make opposed Strength checks whenever either moves – the winner determines which direction the pair move in. In addition.which is an effect that goes away when the condition causing it goes away.
The character has lost 1 or more ability score points. After 1 hour of complete. This condition typically lasts 1 round. Otherwise. The condition typically lasts 10 rounds. with –1 to –9 wound points.
Exhausted
103
Steve Hunting (order #3510822)
2
. along with a –4 penalty on the use of Strength-based and Dexterity-based skills.
Deafened
An entangled character takes a –2 penalty on attack rolls in addition to a –4 penalty to Dexterity. The character can take no actions. Furthermore. Characters who are deafened long-term (from birth or early in life) grow accustomed to these drawbacks and can overcome some of them (at the Games Master’s discretion). uninterrupted rest. the blinded character has an effective Dexterity of 3.
Cowering
Unable to act. an exhausted character becomes fatigued.
The character is frozen in fear.
Ability Drained Blinded
The character cannot see at all. The character can take only a single move action or attack action. The character has a 50% chance to miss in combat. If another person is holding the entangling bonds.
Dazed
The character is near death and unconscious. If the entangling bonds are anchored to an immobile object.

above) if unable to get away. a character cannot undertake any action other than attacking with his bare hands. Heat and cold deal damage that cannot be recovered until the character counteracts or escapes the inclement temperature. In each subsequent
Catching on Fire
104
Steve Hunting (order #3510822)
2
. Characters at risk of catching fire are allowed a Reflex saving throw (DC 15) to avoid this fate. A character not properly equipped to counteract the heat or cold must attempt a Fortitude saving throw each hour (DC 15. except on attacks from characters with whom he is grappling. uninterrupted rest.
Grappled
A character who becomes stunned loses his Dexterity bonus. a fatigued character is no longer fatigued. Appropriate clothing and successful use of the Survival skill can modify the save. The only action such a character can take is a single move action per turn.
Fatigued
A shaken character takes a –2 penalty on attack rolls. A helpless character has an effective Defence of 5 + size modifier. but is still unconscious. After 8 hours of complete. The character takes a –4 penalty to Defence against melee attacks and loses his Dexterity bonus to Defence. Heavy clothing or armour provides a –4 penalty on saves against heat but grants a +4 equipment bonus on saves against cold. drops what he is holding and can take no attack or move actions. or unconscious characters are helpless. Failure means that the character loses 1d4 hit points.
Flat-Footed
A stable character is no longer dying.
Helpless
E n v i r o n m e nt and Hazards
Heat is a major danger in the deserts. Searing heat or bitter cold (desert or arctic conditions) forces a character to make a Fortitude save every 10 minutes. The character gains a +4 bonus to Defence against ranged attacks. The condition typically lasts 1 round. An attacker can attempt a coup de grace against a helpless character. he takes 1d6 points of damage immediately.
When grappled.
Stunned
An unconscious character is unable to defend himself. while cold is a threat in the winters of the northern Great Plains or in the mountains. saving throws. In addition.
Panicked
Characters who are paralysed fall to the ground. +1 for each previous check). The character defends normally but cannot attack. They are helpless. or attempting to break free from his opponent. The character loses his Dexterity bonus to Defence.
Unconscious
Paralysed. If a character’s clothes or hair catch fire. and skill checks. as noted above. but takes a –4 penalty to Defence against melee attacks. or equipment on fire. A flatfooted character loses his Dexterity bonus to Defence. sleeping. hair. Failure means that the character loses 1d6 hit points.Rules of the West
Characters who are fatigued cannot run or charge and take a penalty of –2 to Strength and Dexterity. unable to move (they have an effective. The character is helpless and typically falls prone.
Prone
Characters exposed to open flames might find their clothes. but not actual.
Pinned
An attacker who is prone (lying on the ground) takes a –4 penalty on melee attack rolls and cannot use bows or thrown ranged weapons. Dexterity and Strength of 0).
Shaken Stable
A character who has not yet acted during a combat is flat-footed.
Nauseated
Heat and Cold
A panicked character flees as fast as possible and cowers (see Cowering.
Paralysed
A pinned character is held immobile (but not helpless) in a grapple. attacking with a light weapon. the character takes a –2 penalty to Defence. A character who succeeds at a Survival check (DC 15) gains a +4 competence bonus on the save (see the Survival skill). not reacting normally to the situation.
Characters who are nauseated are unable to attack or do anything else requiring attention or concentration. he is considered fatigued. As soon as the character suffers any damage from heat or cold.

rolling on the ground or smothering the fire with blankets or the like permits the character another save with a +4 bonus. If no body of water is at hand. If the saving throw fails. Each round. In very hot climates such as the deserts or the plains in summer. After this. A character can make a Tumble check (DC 15) to treat a fall as if it were 10 feet shorter when determining the damage and Reflex saving throw DC required by the fall. Success means that the fire has gone out. Damage from thirst or starvation cannot be recovered until the character gets water or food. An object deals an additional 1d6 points of damage for every 10-foot increment it falls beyond the first (to a maximum of 20d6 points of damage). Smoke also obscures vision. Characters who choke for 2 consecutive
Smoke
105
Steve Hunting (order #3510822)
2
. +1 for each previous check) each round or spend that round choking and coughing.) A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. The Games Master can modify the DCs for these checks based on the circumstances. A successful Reflex save indicates that the target takes half damage. the character must make a Constitution check (DC 10) every round to continue holding his breath. the burning character must make another Reflex saving throw. In normal climates. as noted on the Damage from Falling Objects table. If the character succeeds on a Reflex saving throw (DC 10.
Starvation and Thirst
Objects that fall upon characters (or creatures or vehicles) deal damage based on their size and the distance fallen. If the save fails by 10 or more. (That is. full damage is applied. although this is a full-round action. he is no longer on fire. Objects deal the initial damage given in the table below if they fall 10 feet or less. In the following round. the character must make a Constitution check each hour (DC 10. +1 for each previous check) or sustain 1d4 points of damage. After this period of time. as needed. the DC of the Constitution check increases by 1.
Drowning
Damage from Falling Objects
Object Size Fine Diminutive Tiny Small Medium Large Huge Gargantuan Colossal Initial Damage 0 1 1d3 1d4 1d6 2d6 4d6 8d6 10d6 Reflex Save DC n/a 0 5 10 15 20 25 30 35 Strength Check DC n/a n/a n/a 5 10 20 30 40 50
Characters breathing heavy smoke or similar toxic gases must make a Constitution check (DC 10. In the third round after failing the check. to a maximum of 20d6 points. the character dies of suffocation or drowning. A pinned character cannot move but is not helpless. Objects of Fine size are too small to deal damage. +1 for each previous check) or take 1d4 points of damage. The size of the falling object determines the save DC. once the character succeeds at the saving throw. +1 for each 10 feet fallen). After this. the character must make a Constitution check each day (DC 10. A character can go without water for one day plus a number of hours equal to his Constitution score.
Falling Objects
A character trapped underwater can hold his breath for a number of rounds equal to his Constitution score. Failure means he takes another 1d6 points of damage that round. characters need at least 1/2 gallon of fluids and about 1/4 pound of decent food per day to avoid the threat of starvation.
rounds take 1d6 points of damage. The character can make a Strength check to lift the object off him or an Escape Artist check (DC 20) to get out from underneath. In the next round. regardless of the distance fallen. he begins to suffocate or drown. the character is dying. the character is pinned under the fallen object. characters need two or three times as much water to avoid dehydration.
Falling
Sometimes characters might find themselves without food and water. the character falls unconscious. A character can go without food for three days. and the object is at least three size categories larger than the character. this damage is halved. in growing discomfort.round. giving one-half concealment (20% miss chance) to characters within it.
A character takes 1d6 points of damage for every 10 feet of a fall. When the character fails one of these Constitution checks.

enough to hobble round and perform basic tasks at any rate. he can heal a number of points equal to 4 + his Constitution bonus. the longer it takes a character to recover from it. Almost anyone could set themselves up as a doctor – any qualification.
Natural Healing
-6 -7 -8 -9 or more
-5 -6 -7 -8
Two Weeks Week Day Day
Forty-five Days Fifty-two Days Fifty-three Days Fifty-four Days
Note that there is a peak from –4 to –6. Some saved more than they killed.
The higher an impairment penalty. If the character has medical care from a trained doctor (any character with 4 or more ranks in the Treat Injury skill). assuming he has no infected wounds. even a degree in Arts.Rules of the West
A character naturally heals a number of hit points equal to his Constitution bonus after a night of rest. but full recovery is a slow and arduous process. Current Impairment -1 -2 -3 -4 -5 Dropping To… 0 -1 -2 -3 -4 Recovery Period Day Day Week Two Weeks Two Weeks Time to full recovery Day Two Days Nine Days Sixteen Days Thirty Days
R e c o v e r i n g f rom Impairment
Medicine was rather underdeveloped in the West. I n f e c t i o n a nd Disease
106
Steve Hunting (order #3510822)
2
. Complete bed-rest allows a character to heal a number of points equal to 2 + his Constitution bonus. provided justification for the title of doctor. A character with multiple impairment penalties in different locations reduces the impairment penalties simultaneously – an injury in an arm may heal while a leg languishes in pain. a character can quickly recover from even a mortal wound.
Surgery.

but does allow the character to heal through bed-rest or further surgery and medical care. and loses his Dexterity modifier to Defence. then the patient suffers 2d6 damage.but others were more dangerous to their patients than the illness. Infected Wound Type Scratch Deep Plugged Mortal Treat Injury DC 10 15 20 30
Infection
Restore Hit Points
Wound Type Scratch Deep Plugged Mortal Treat Injury DC 10 15 20 25 Hit Points Restored 1 1d4 1d6 2d6 Survive Surgery 5 10 15
Survive Surgery 10 15 20
The surgeon can reduce the DC of the Survive Surgery check by increasing the DC of his Treat Injury check on a one-for-one basis. If a character fails a Survive Surgery check. and cannot run. page XX) if performing a task that relies on using both hands. without gaining any other benefits. then it does not heal naturally without surgery. He can still ride. He loses his Dexterity modifier to Defence (but not his Reflex bonus to Defence). A character who has lost both legs can crawl at five feet per round. Amputating a limb without causing further damage requires a Treat Injury check (DC 12).
In j u r i e s . Losing one arm means that the character can obviously not use two-handed melee weapons. he loses 2d6 hit points immediately. He suffers a –8 penalty to the skills affected by damage to a leg. He is considered prone in combat. the more damage he can repair. Losing both arms means that the character cannot attack except with kicks (brawl attacks). W o u n d s a nd Infection
If the Treat Injury check for surgery fails. and has a Survive Surgery DC of 10. The surgery check varies depending on how much damage the surgeon wants to heal and how survivable he wants the operation to be. The doctor must reopen the wound and disinfect it. then the surgeon can choose to amputate the limb instead of attempting to disinfect the wound. If the Treat Injury check is failed. The more work the surgeon does. but the character suffers a penalty as follows: Current Hit Points Less than 0 0-5 5+ Fortitude Penalty -4 -2 -
A character can also recover from infection by making a Fortitude save at the listed Treat Injury DC.
A character who is badly shot generally needs surgery to fully recover from the wound. If the infected wound is on a limb. One save may be made each week. A character who takes the Recover from Injury talent (Settler Talent Tree. and must make the Survive Surgery save to avoid losing 2d6 more. This is a Fortitude save. then the character must make a Survive Surgery check anyway. page XX) can overcome the skill or attack penalties listed above caused by an injury. and each failure costs the character 1d4 hit points.
If a wound has become infected. This variant of surgery does not restore hit points. but is still limited in movement. He suffers a –4 penalty to the skills affected by damage to a leg (see Wounds.
A mputees
107
Steve Hunting (order #3510822)
2
. He can still rest a shotgun or rifle on the stump. After the surgery. the patient must make a Survive Surgery roll or suffer 2d6 points of damage. Operating on a wound also removes any bleed or impairment caused by the wound. but the greater the chance that the patient will die on the operating table. He cannot use any skills affected by the use of arms. but suffers a –4 penalty to attacks and any other skills affected by damage to an arm (see Wounds. page XX).
A character who has lost one leg has his movement reduced to 20 feet per round using crutches. available weapons and so on. He can still ride.

syphilis and baldness. diarrhoea. While there are plenty of alleged cures and heal-alls for cholera. but is contagious during this time. It is transmitted by coughing or sneezing. vomiting. a character’s Reputation is a bonus that starts off equal to his Charisma bonus. reputation is about as reliable as a patented cureall for cholera. a disease of the lungs. infected drinking or water and waste). Medical treatments and a change of air can also give a bonus of up to +6 to the Fortitude save. by getting a result of 20 or higher on the Fortitude save. After this.Rules of the West
Cholera was common in the West. The character shows no signs of the disease for 6 + 1d10 days. A character who has not been inoculated and is exposed to smallpox must make a Fortitude save (DC 15) or become infected. to a maximum of DC 20). Smallpox was responsible for wreaking havoc on the native population – whole tribes were wiped out by epidemics of the disease. In short. The character suffers a –4 penalty to all ability score checks. If infected. The character may make another Fortitude save each day (again at DC 15) to overcome the disease. Mechanically.
Diseases
A character suffering from tuberculosis suffers 1d4 points of damage when he becomes fatigued. is also known as consumption. and stories were retold over and over again in saloons and general stores. magnified each time in the telling. and leg cramps. but it is still a very dangerous plague. Many small towns had newspapers. or take one point of Constitution damage. and another 1d4 if he becomes exhausted. and holding a handkerchief or taking other precautions gives a +5 equipment bonus to the Fortitude save. especially as its mode of infection (a bacterium carried in brackish water. the character begins to break out in rash and becomes feverish. but is not especially infectious – a character in the presence of a victim of consumption must make a Fortitude save (DC 5) to avoid infection. Bad news travelled faster than wildfire. the disease takes 1d4 days to manifest. If the character’s Charisma is reduced to 0 by this damage. A doctor may make a Treat Injury check (DC 15) to give the patient a +4 circumstance bonus to his Fortitude save. and takes 1d4 points of Constitution damage each day. Tuberculosis. (The DC for the Fortitude save increases by +1 for every other infectious person within the same room. Reputation can be increased as follows:
Reputation
108
Steve Hunting (order #3510822)
2
. A victim of tuberculosis must make a Fortitude save every month (DC 10). attack rolls and saving throws.
A character’s Reputation is a vague measure of how well he is known in the West. This damage is only healed if the character recovers from tuberculosis. A character who risks contracting cholera must make a Fortitude save (DC 15) to avoid infection. skill checks. He takes 1d3 points of Constitution and Charisma damage each day for the next 6 + 1d6 days. The scourge of smallpox has partially been dealt with due to the invention of inoculation. It causes terrible dehydration. the disease permanently blinds him. few have any effect. while trail-driving cowboys and stagecoaches brought news and rumour across the country.

the harder it is to improve it. A successful check increases the character’s Reputation by +1.
A character’s Reputation can be Good. or if a stagecoach-load of new visitors come by. A character can deliberately try to increase his Reputation by telling stories and self-promotion. a Reputation can change from Good to Bad relatively easily. This requires a Bluff or Perform check (DC 15 + his current Reputation). Whenever a character rolls a natural 20 when performing a very public act (high noon shootout in a town. Perform check in a bar. Bad or Neutral – this largely depends on who the character is interacting with. This is a reward for completing an adventure – the Games Master should set the base DC for a Charisma check based on the character’s Reputation. Roll a Reputation check against the following DC: Situation Character being recognised… Is from the local area Lives within a few days ride Has passed this way before Is a complete stranger to these parts The observer Has five or more ranks in Gather Information Has five or more ranks in Spot The character Is deliberately trying to hide his identity Introduces himself by deed (‘I’m the man who…’) Other Factors Wanted posters Current newspaper article Current gossip and rumour about character Reputation DC 10 15 25 30
Effects of Reputation
•
+2 +2
-5 +2
•
•
+2 to +5. but boring his neighbours with the same tales over and over again gives no mechanical benefit.
•
The primary use of Reputation is to see if a character is recognised. the scar gives a +1 Reputation bonus when seen.
of his Reputation does not change. while a Bad Reputation carries connotations being a murderous. it just switches to Bad instantly. The size of these Reputation bonuses depend on the character’s Reputation level. This check can only be made once per ‘audience’ – the character can retell his stories in each new town. depending on whether the character’s Reputation is Neutral (people have just heard of him). he may make a Reputation check (roll 1d20 and add his current Reputation against a DC of 5 + his current character level). A character with a Good reputation who is disgraced does not lose Reputation points – the magnitude
Good and Bad Reputation
Reputation Bonus Size
Reputation 5 or less 6-10 11-15 16-20 21+ Bonus +0 +2 +3 +4 +5
The bonus is applied to the following skill checks.
If a character has been recognised. depending on quality of the poster +2 to +5 +2 to +5
Finally. Deep head wounds also give a Reputation increase. Good (people have heard mostly good things about him) or Bad (people have heard mostly bad things about him). Diplomacy check in a courthouse). A Good Reputation implies that the character is seen as being on the side of law and order and is fair and generous. Success means that the character’s Reputation increases by +1.
109
Steve Hunting (order #3510822)
2
. he can use his Reputation to his advantage.•
When a character gains a level. he may make a Charisma check (DC 10 + his current Reputation). A character may gain Reputation as a reward for performing particularly impressive deeds. If this check succeeds. Whenever the character suffers is Plugged or suffers a Mortal Wound and survives. by gaining bonuses to specific skill checks. dangerous good-for-nothing. An Indian warlord like Cochise might have a Good Reputation when dealing with Indians who resist the incursions of white men. and a Bad Reputation to the authorities. Importantly. The higher the character’s Reputation. his Reputation increases by +1. most Vocations list a way for the character to increase his Reputation.

For characters who want to try their hand at running a business. Each type of business is associated with one or more skills.000
Complications
1d20 <10 11-15 16-19 20+ Complications 0 1 2 1d4+1
Add +5 to the roll for the first year of a business – most endeavours meet their challenges early in their lifetimes.
110
Steve Hunting (order #3510822)
2
. the character must make a skill check (or checks). A character can make a Reputation check (DC 15) – if the check is successful. most folk in the West intend to make their fortune through honest hard work. Each season (Spring. and also an amount for how much the characters have if they are prepared to drop into the next lowest wealth category. Perform Bluff. a character with a Reputation of 20 would be worth three times as much as another criminal who committed the same offences. Diplomacy. The alternative approach is to use semi-abstract wealth categories.Reputation Affects
Character’s Reputation is… Neutral Good Bad Skill Checks Affected Bluff. the business owner must first check for complications. The Games Master may choose to reduce or increase the time between skill checks – if a character is retiring for five years to run a quiet saloon. then a check might only be made each year instead of each season. Different types of business provide different amounts of wealth. the employer offers the next highest reward category (see page XX) (or 50% more money. A character is assumed to be have covered basic expenses like food. the following rules provide a method for determining how successful their endeavours are.
Roll a character’s spending money at the start of a scenario in an episodic game. the more profitable the business. This latter amount represents the character selling off personal possessions and assets.000 $100. Winter). and starryeyed miners dream of striking it rich without ever lifting a shovel. the more wealth gained. drink and basic maintenance before rolling for spending money. the more skills required. Each spending category has a value for how much spending money the characters have. Perform Bluff. To see if a complication threatens the character’s livelihood.
While hired guns may drift from town to town. or every 1d4 weeks in a continuing game. Intimidate. A Bad Reputation can also increase the amount of money offered as a reward for the character – increase the reward by 20% for every point of Reputation about 10. a saloon in a wild boomtown might require a check every week. as shown on the Businesses table below. which show roughly how much spending cash the characters currently have. roll 1d20 on the following table:
Complications
Wealth Category
Wealth Category Penniless Struggling Poor Average Spending Money 1d4 x10 cents $1d6 $2d6 $3d20 Maximum Money $20 $200 $2. Summer. Therefore.000 $25. if reward categories are not being used). Some Games Masters may prefer to have the players keep track of every dollar and every grain of gold dust – this style of play is best suited to games where the ability of the characters to survive and prosper in the West is the main focus of play. The wealth categories are:
Wealth and Purchasing
Before making the seasonal skill check to see how the business does in the current season. Fall. assuming that the employer can afford this largesse. taking out loans and so on. Perform
Rules of the West
Well-off Rich Very Rich Vast Fortune
$6d20 3d20 x $10 6d20 x $10 3d20 x $100
$10. and the Games Master wants to immerse the players in the conditions and decisions of the era. The more successful the check. By contrast.000 -
A character’s Reputation also affects how much it costs to hire him for a job. Note that in general.
Running a Business
There are two ways to handle wealth in OGL Wild West. Gather Information.

For smaller outfits. then his personal wealth does not increase this season. A character may also be able to obtain other bonuses through in-game events. Should the character sell off his possessions to earn money. a complication is a problem that must be resolved by the owner. The character running the bank gets a 20 for his Knowledge (business) check. based on the default wealth category for the business. and the total margin of success or failure for all the checks is calculated. The three important qualities of an outfit are:
Running an Outfit
Add +2 if the business is the only one of its kind in town. then the business will suffer – the business owner suffers a –4 penalty to the seasonal skill check for every complication failed. but only a 12 for his Profession (banker) check. A complication often requires either outside aid or the use of skills not normally associated with the business in question. a separate check is made for each of them. then the business may thrive – the business owner gains a +2 bonus to the seasonal skill check for every complication successfully dealt with.
Rules of the West
The DC for the check is normally DC 15. However. If the complication is dealt with successfully. any positive changes last only for the current season.
S e a s o n a l S k i l l Check
A character can choose to reduce himself to the next lowest wealth category to gain a lump sum of money (see above). Many western adventures will centre on the characters having to guide and protect an outfit as it travels or works in dangerous territory. The result of the seasonal skill check determines how much money the business made this season. the overall result is a margin of success of +2. if the complication is not dealt with properly. a complication is often an adventure seed). and give the Games Master ideas for problems and scenarios along the way. cattle drive team or even a gang of outlaws could be referred to as an outfit. running a bank requires Knowledge (business) and Profession (banker). For example. The intent of these rules is to give the players an idea of the current state of their outfit.
Cashing Out
Seasonal Skill Result
Margin of Success/ Failure -10 or more -9 to –5 -4 to –1 0 to +5 +6 to +10 +11 to +20 +21+ Result Disastrous Bad Poor Average Good Excellent Outstanding Wealth Drops by three categories Drops by two categories Drops by one categories No change Increases by one category Increases by two categories Increases by three categories
An outfit is a term for a company of travellers. Rich. caused by unusual situations or events. both checks are at DC 15. our banker with a margin of success of +2 has an average season. then there is no need for this level of abstraction – the players can keep track of every hit point and every meal. In general. then the default wealth category for the business increases by the average amount of profits reinvested. so the Games Master may wish to use the rules below to keep track of the status of the outfit. the character’s finances are tied up in his trade. get a sky-high result for the first season’s skill check that boosts his wealth to a high wealth category. However. numbering only a half-dozen or so people. and a character may take 10 on the check if no complications arise. However. then the current default wealth category for the business is used. The nature of complications vary depending on the business. A character who gets a result of Good or better can choose to reinvest his profits in the business – if he chooses this option. He could choose to be Rich. (In short. and the business resets to the default wealth category next season. Rich and have a Vast Fortune respectively for four seasons – or he could invest the money in his business and increase the bank’s default wealth category to Very Rich for next year). the second failed by 3. assume the banker got results of +6. 5-3=2.
Bonus to the check.Also add +5 if the business is located in a boomtown. +6 and +22. Any negative changes to wealth category are permanent. his wealth is Well Off. If the business involves multiple skills. A character cannot automatically start up an easy business. adventurers or profit-seekers – a mining company. and +1d6 if the business is a turbulent one. A character may also add his Good or Neutral Reputation
112
Steve Hunting (order #3510822)
2
. (For example. when running a business. if profits are successfully reinvested four times in a row. The first check is passed by 5. +6. so the default wealth category for the business drops. (For example. and then cash out to gain the lump sum for his current wealth category.

and checks become progressively harder at DC 15 or more. It is an abstract value of the outfit’s ability to cope with problems and construct solutions. Supplies: Supplies covers a group’s food. health covers the outfit’s general readiness to work or fight.
•
•
Each of these qualities has a rating. Spending money on masterwork gear or extra supplies can further increase the outfit’s Supplies. ammunition and other gear. Supply or Health check. Having wagons or pack animals to carry extra gear brings the Supplies score up to +10.•
Morale: The general good spirits of the group. then the outfit lacks the resources to deal with a problem automatically. which is resolved like other checks (1d20 plus the appropriate rating. If the check is failed.
Making Checks
Generally. an average check is DC 10. Having a character with five or more ranks of Treat Injury increases the outfit’s health by +4. Having a good cook increases Morale by +2 if he has five or more ranks in Craft (cooking). The precise meaning of a rating varies depending on the outfit in question. An easy check is DC 5. to a maximum of +5. and the players must take action to deal with it. Health: Health begins at the average of the Constitution scores of the members of the outfit. a team of cowboys needs less Supplies than a prospecting outfit. Every character with five or more ranks in a useful Craft or Repair skill increases Supplies by +1. poor pay decreases it by up to –4. hunger or disease can reduce an outfit’s Health. and has food and water to last a reasonable time. A high morale means that everyone in the group is positive and hopeful. While Morale is universal. Health: Finally. Morale: An outfit’s Morale begins a level equal to the Reputation plus the Charisma modifier of the leader. and trying to beat a set DC. A low morale means that challenges to the group’s leadership and lack of discipline are common. Supplies checks are called for whenever the group needs equipment beyond the norm. then the outfit has a starting Supplies score of
D e t e r mi n i n g the Initial Ratings
113
Steve Hunting (order #3510822)
2
. these ratings are only meaningful when comparing outfits of the same size and purpose.
+5. Morale checks are called for whenever the outfit faces dissension or danger. which in turn needs less than a railroad crew. Loss of members. and try to beat a Difficulty Class set by the Games Master). An outfit may be called upon to make a Morale. adding the quality. Excellent pay increases the Morale by up to +4.
A quality is tested by rolling 1d20. Supplies: If everyone in the outfit has the standard equipment for a job of that sort.

and 15 in the deserts or badlands. giving them a Health of +11. If everyone is sick. and has five ranks in Repair. holed up in an isolated cabin in the middle of nowhere. Supplies: Failing a Supply check means that the outfit needs to get extra equipment or food from somewhere. the DC rises by 5 each week.
F a i l i n g a C h e ck
Events and circumstances can cause a quality to rise or fall – usually fall. The trail boss orders the rest to continue. A wagon train is lost in the mountains for a week. then the disease continues and the temporary penalties remain.
5 10 15
10
15
Morale: If a Morale check is failed. If the leader’s Reputation or Charisma modifier changes. Health The outlaw gang must heal up and recover from the botched train robbery – will they be all healed up in a few months? The tribe is forced to settle in a swamp. then use the rules for Cholera. The DC to last a week is 5 in the prairies or forests. Discontent implies that one or more members of the outfit challenge the leader.
Sample Outfit s
114
Steve Hunting (order #3510822)
2
. then the outfit’s morale also changes by a like amount. After a week. a fifth level Fast Hero. make another Health check at the same DC. Health: A Health check is the most dangerous check to fail. really? Big Sam even worked as on the railroad for a while. The characters must act to obtain these fresh supplies. this challenge might be a legal one (many wagon trains held elections and drew up complicated constitutions to abide by) or a physical one (a brawl or even a shootout). It is up to the Games Master to determine which route an outfit takes. Finally. destroying the chuckwagon and killing two cowboys. If the check succeeds. but it then begins to drop back down at the rate of –1 each week. A trail herd is stampeded. Despair causes everyone in the outfit to suffer a –2 morale penalty to all skill checks made outside of combat. then the company’s Morale drops by –1 each week until it is cured or over. celebrations and so on. far from the clear mountain air of their ancestral grounds – how badly do they suffer from disease? DC 5 10 15 20
Rules of the West
then a Supply check can determine how long the outfit’s remaining supplies last. after the first week. The wagon train must rig a ferry to get wagons across a swollen river. scattering the herd. then reduce both the Health of the company and the Constitution scores of everyone by 1 + 1d4. Morale then begins to rise back at a rate of +1 every two weeks. Despair can be lifted by good events. a failed result means that the outfit has fallen victim to sickness or disease.
Changing Scores
The Jones gang are a band of seven outlaws. Depending on the nature of the outfit. the average Constitution of the group is 11. above. spoilage or a trip that takes longer than normal. The outlaws have guns. A Health check can also be used to determine the overall vigour and strength of a company. A celebration raises morale by +1d6. if the check fails. Morale: If there is disease or starvation in an outfit. due to an accident. ammo and horses – what more does a bandit gang need. He has a Reputation of +6 and a Charisma of 15. 10 in the mountains. An outlaw gang lose one of the members in a botched bank raid. If an outfit’s food supplies are in question. The leader of the Jones gang is Smoky Jones. so the gang’s beginning Morale is +8. or trade. Supplies Does the tribe have sufficient blankets and food to survive? The outlaw gang try to build a fake signal to stop a train.Example Checks
Situation Morale A native tribe faces an unusually hard winter. Either one member of the outfit is sickened to the point or death. then there is either despair or discontent in the outfit. Outlaws might also steal the requisite items. then the outfit overcomes the illness. or all are suffering equally from the affliction. The period of despair lasts for a number of days equal to the DC of the Morale check. If one member is sick. they might forage and hunt for what they need. The gang has an overall Supplies of +6. or ride into town to buy. bandanas. or else take another course. to see if they can endure hardship and fatigue.

Mildly rough ground. Health: An outfit’s Health scores changes due to disease.
Obviously. if a wagon goes over a cliff. or even between riders and vehicles. or a fire ruins the outfit’s camp. but the effectiveness of these checks are halved – i. then the outfit’s Supplies drops by 1d6 or even 1d10. or between riders. Drive or Dexterity checks. then the first horse will catch the second. a horse falls and may take damage from the fall and a vehicle may overturn unless the driver makes a successful Drive check (DC 15. • Rough ground such as mud.Supplies: An outfit’s Supplies bonus drops by –1 whenever it has to make a Supplies check. a train is not going to be swerving from side or side or moving through difficult terrain. modified by the speed of the vehicle). broken ground or forest give a –4 penalty to horses and a –8 penalty to vehicles. then the racer suffers a disaster. a man on foot cannot catch a train that is travelling at full steam. but the other rides through sagebrush and into potholes. Each member of the outfit who dies also lowers Health by –1. even if the second is a racer. However. for example. A chase is resolved using opposed Ride. two horses that are nominally the same speed can be ridden quite differently. as items are used up along the way. These checks are modified as follows: • For every 10-foot difference in speed between the two racers. The character being chased may choose to make the route more difficult by deliberately taking a harder route.. If one rider brings his horse along the level path. riverbeds and so on
Chases
give a –2 penalty to horses and a –4 penalty to vehicles. For every –4 penalty that the quarry accepts to his check. a chase is easy to resolve. overgrown prairie.
•
115
Steve Hunting (order #3510822)
2
.
Chasing Trains
A chase can take place between two characters on foot. hillsides. the faster one gets a +1 bonus to his check. An engineer on a train can try to wring more power out of the locomotive by making Drive checks.e. then any pursuers suffer a –1d6 penalty to their checks.
•
If the result of a roll is a 1 or less. Sometimes. Supplies also rise or fall when an outfit loses resources. riding through barricades or over narrow paths and so on. such as a rocky plain. zig-zagging. the result of the train’s Drive check is (1d20 + the engineer’s Drive skill) x ½ + the modifier for the train’s speed. a character on foot falls.

by making a Sleight of Hand check opposed by a Spot check from everyone else present. the character gets a bonus to his Gamble check based on his previous result.For every five points of difference between the results of the two racers. firstly. then the bonus added to the Gamble check using Bluff becomes a penalty instead.
Complex Gamble check is resolved as follows. At each round. Bluffing: A character can Bluff. Joy Juice. Tongue Oil. but was generally seen as a cheaper. or a number of pints of beer equal to his 2 + his Constitution modifier before being affected by alcohol. All the characters present should make a Spot
Resolution using the Gambling Skill
‘Taos Lightning’: San Fernandez de Taos ‘Skullbender’: Custer City ‘Apache Tears’: Tombstone ‘Red Dog’: Tucson ‘Pass Whiskey’: El Paso
A B o t t l e O f Y our B e s t W h i s k ey
Other brands included Red Dynamite. However. bourbon in the south and West.
Once the penalty from drink exceeds –10. or refusing to buy a drink were both rather dire insults and could quickly lead to a brawl. (Those unused to strong alcohol. Rye whiskey was popular in the east. and ignores any mechanical ability on the part of the characters (so a character with a high Gamble skill will not have any advantage over one with no Gamble skill). with a real deck of cards
Gambling
Whiskey and beer kept the west lubricated. The two simple options are: • • Simply make opposed Gamble checks Play out the game of poker (or dice. The other two options are more complicated.
Rules of the West
There are no less than four ways to resolve a game of chance. Refusing a drink. to avoid falling unconscious. The winner is the character who gets the highest Gamble result in the last round. Cheating: A character may cheat. each character involved in the game puts forward a stake and then makes a Gamble check. The results of each character’s check are revealed. adding up to +4 for his Gamble check for the round. the Games Master declares how many rounds the game will go on for (usually three). Every drink after that causes a –2 penalty to most skill checks and Will saves. the character must begin making Fortitude saves (DC 10) after every drink. Previous Round Modifier Character got the lowest Gamble result –4 Character got a below-average result –2 Character got the average result* +0 Character got an above-average result +2 Character got the highest Gamble result +4 *: Calculate the average by adding up all the results for that round and divide by the number of participants. In each round. A character can drink a number of shots of liquor. Corpse Reviver and Coffin Varnish. or whatever) in real life. Each character can then choose to fold (losing their stake) or keep going to the next round and raise by putting in another stake which must be at least equal to the highest stake in the last round. but should be used when a game of chance is especially important. the character instead gains a +2 bonus to the following checks: • • • Will saves to resist fear Will saves to resist intimidation Concentration checks to overcome impairment penalties from wounds
Drinking
One option puts all the weight on the dice and the rules system. A huge variety of drinks were available in different saloons and beer halls across the land. Each participant in the game may target a number of other people in the game up to his Wisdom modifier with a Sense Motive check. the winner increases or decreases the distance between the two by 10%. begin to be affected after a number of drinks equal to their Constitution modifier). the second puts all the weight on the players. If the Sense Motive check beats the character’s Bluff check. such as those in certain Indian tribes. Corn whiskey was also popular. inferior brew.
116
Steve Hunting (order #3510822)
2
. Forty Rods.

and it is opposed by the Spot checks of other characters.2. even if no-one elected to make a Sleight of Hand check. The targeted player must make a Bluff check. He must make a Sleight of Hand check. a character’s skills have the following effects on the game: Gamble: If a character has a Gamble bonus (from a high Intelligence. A character with a weapon maintenance kit may make a Repair check (DC 10 + twice the result of the d6 roll) to repair the damage done to the gun. falls into the water. is buried in a landslide or otherwise mistreated.
A character is assumed to be taking good care of his guns under normal circumstances. the replaced card is put randomly back in the deck. However.
rolls a 1. ranks in the Gamble skill. ‘how many aces do you have?’ or ‘do you have any spades’ are acceptable.check. at a base DC of 10. if the Sense Motive result is higher. If a weapon is badly stored. The Games Master rolls a 4 on the d6. now. if the character
Guns
117
Steve Hunting (order #3510822)
2
. deal from the bottom of the deck and so on. For example. feats and so on). Gamble Bonus Less than +5 +5 to +10 +11 to +15 +16 to +20 +21 or more Extra Cards 0 1 2 3 4
Resolution using Live Action
A character may attempt to conceal a weapon in a pocket or under a coat. which must be answered truthfully. Multiple characters may try to cheat. then the character making the Sense Motive check may ask the targeted player one question.
A character who uses a concealed weapon may catch his opponents by surprise. Thus. then it is much more likely to malfunction when fired – roll 1d6. Any character who makes a successful Sleight of Hand check may add +8 to their Gamble check. The gun now misfires if the d20 roll was below the result of the d6 roll. each player may target one other player with a Sense Motive check. Other characters can notice the weapon by making Spot checks. a character drops his gun into a horse trough. but ‘what’s in your hand?’ or ‘do you hold the five of diamonds?’ are not.
In this variant. He may replace a card in his hand with one of these extra cards at any time. draw cards and play poker as normal. but the same set of Spot checks are used for all of them. modified as follows: Circumstance Weapon is Diminutive Weapon is Tiny Weapon is Small Weapon is Medium Weapon is Large Character is wearing a long coat or other concealing garment Character has five or more ranks in Sleight of Hand Character has five or more ranks in Disguise Clothes are specifically tailored to hide weapon Modifier +8 +4 -0 -4 -8 +4 +2 +2 +2
Concealing a Weapon
Cheating: A player may choose to palm cards.3 or 4 on his attack roll. This question must relate to the cards in the player’s hand. the gun may not fire or might jam or misfire. then he may draw extra cards at the start of the game. the players deal. but cannot be one that can only be answered with a specific card. Bluffing: Once during each hand.

If everyone involved in a combat knows that a battle
118
Steve Hunting (order #3510822)
2
. but it does not change the basic tenets of how combat operates. Knifefighting & Brawling
is about to begin and spend more than one minute in full view of each other.Combat
C
•
Shooting. a surprise round happens before regular rounds begin. and in each round everybody acts in turn in a regular cycle. Each combatant starts the battle flat-footed. no one is flat-footed during the first round (except to an attack that comes in from outside the visible opponents). feats and equipment can modify combat rolls in numerous ways. he is no longer flat-footed. If some but not all of the combatants are aware of their opponents. Skills. Combat usually runs in the following way. • The Games Master determines which characters are aware of their opponents at the start of the battle. Once a combatant acts. The combatants who are aware of their opponents can act in the surprise
ombat in a game is played out in rounds.

Combatants act in initiative order. a natural 1 is also a potential misfire. so they roll for initiative. regardless of what size they actually are. long]) Gargantuan (grey whale [40 ft.
Strength Modifier
•
Creature size categories are defined differently from the size categories for weapons and other objects. two creatures of the same size strike each other normally. Ranged weapons that fire projectiles can shoot up to ten increments. and the previous two steps repeat until combat ends. whether they take advantage of it or not.
Atta c k R o l l
Dexterity measures coordination and steadiness.
Size Modifier
•
Size Modifiers
Size (Example) Colossal (blue whale [90 ft. If the result equals or beats the target’s Defence. When everyone has had a turn. he deals damage according to the type of attack. Since this size modifier applies to Defence against a melee weapon attack or a ranged weapon attack. However. long]) Huge (elephant) Large (buffalo) Medium (human) Small (dog) Tiny (housecat) Diminutive (rat) Fine (horsefly) Size Modifier –8 –4 –2 –1 +0 +1 +2 +4 +8
An attack roll represents a character’s attempts to strike an opponent on the character’s turn in a round. so a character’s Strength modifier applies to melee attack rolls. Creature sizes are compatible with vehicle sizes. there is no surprise round. the combatant with the highest initiative acts again. All combatants are now ready to begin their first regular round. so a character’s Dexterity modifier applies when the character attacks with a ranged weapon. If the character is not proficient in the weapon he is attacking with (the character does not have the appropriate Weapon Proficiency feat). • Combatants who have not yet rolled initiative do so.round. Any attack from a distance of less than one range increment is not penalised for range.
Damage
119
Steve Hunting (order #3510822)
2
. a character’s attack bonus is: • Base attack bonus + Dexterity modifier + range penalty + size modifier
When a character hits with a weapon.
Range Penalty
With a ranged weapon. he rolls 1d20 and adds his attack bonus. the character hits and deals damage. A character who is wounded takes damage both from the wound and from the subsequent bleeding. Firearms and most other weapons inflict both wounds and damage. A thrown weapon has a maximum range of five range increments. All ranged weapons and thrown weapons have a range increment (see the Outfitting chapter). combatants who started the battle aware of their opponents each take one move or attack action. When a character makes an attack roll.
Strength helps a character swing a weapon harder and faster. each full range increment causes a cumulative –2 penalty on the attack roll. In initiative order (highest to lowest). that character takes a –4 penalty on the attack roll. which bleed and take a long time to heal. A natural 20 (the d20 comes up 20) is always a hit. A natural 20 is also always a threat—a possible critical hit. Combatants who were unaware do not get to act in the surprise round. Many modifiers can affect the attack roll. If no one or everyone starts the battle aware. Other attacks (such as unarmed attacks) just deal damage. Initiative is calculated using a Dexterity check as detailed below.
Dexterity Modifier
A character’s attack bonus with a melee weapon is: • Base attack bonus + Strength modifier + size modifier
Attack Bonus
The range penalty for a ranged weapon depends on what weapon the character is using and how far away the target is. When using a firearm. A natural 1 (the d20 comes up 1) on the attack roll is always a miss.

Wielding a Weapon Two-Handed: When a character deals damage with a weapon that he is wielding two-handed.
If penalties to damage bring the damage result below 1. dealing the weapon’s normal damage to the hand. the character hits regardless of the target’s Defence and the character has scored a threat of a critical hit.
Size Modifier
120
Steve Hunting (order #3510822)
2
. even with these weapons. If the result is below the DC. the harder it is to hit. However.) Some weapons have expanded
Critical Hits
If a character’s Dexterity is high. add his Strength modifier to the damage. If a character cannot react to a blow. Size modifiers are shown on the Size Modifiers table. (The second roll just needs to hit to confirm a critical hit. The smaller it is. For most firearms. Bonus damage represented as extra dice is an exception. whether because of an entanglement.
M u l t i p l y i n g D a mage
A character’s Defence Value (DV) represents how hard it is for opponents to land a solid. The Weapon Finesse feat applies only to attack rolls. only a 20 is an automatic hit. meaning the weapon only risks misfiring on a natural roll of a 1.
S t r e n g t h B o nus
•
Sometimes damage is multiplied by some factor. A critical hit multiplies the character’s damage. making a critical hit more likely. If the result is equal to or above the DC. then the gun explodes in the user’s hand.
Firearms have a small risk of misfiring due to damage or flaws in the ammunition or firing chamber. Since this same modifier applies to attack rolls a creature does not have a hard time attacking another creature of the same size. add only half of the character’s Strength bonus. being caught flatfooted. the character does not get this higher Strength bonus when using a light weapon two-handed. doing more damage on a critical hit. not damage. If a misfire is threatened. in such a case.
Misfires
Combat
When a character hits with a melee weapon or thrown weapon. However. If the result is a natural 20. then the gun has jammed and cannot be fired until it is repaired. • Off-Hand Weapon: When a character deals damage with a weapon in his off hand. generally a x2 or more due to a critical hit. Unless otherwise specified.5 times the character’s Strength bonus. below. To find out if it is actually a critical hit. The Critical columns on the weapon tables in the Outfitting chapter indicates the threat range for each weapon on the tables. the attack is a critical hit. he is particularly inept at it. only the character’s normal Strength bonus applies to the damage roll. then the attack just deals the damage of a regular hit. This can be negated by Hardness or Damage Reduction to 0. the attacker should roll 1d20 and compare the roll to the Misfire DC. Each weapon also lists a Misfire DC. then the attacker must make a misfire check. a hit still deals 1 point of damage. Each firearm lists a Misfire range. that character cannot use his Dexterity modifier to Defence. It is a full-round action to un-jam a gun and requires a Repair check (DC 10). (It is possible for some weapons to have higher multipliers. Do not multiply bonus damage dice when a character scores a critical hit. If the second roll also results in a hit against the target’s Defence. The average person has a Defence of 10.) If the second roll is a miss. If a character’s Dexterity is low. the easier it is to hit in combat. damaging blow on the character. To see if a potential misfire is a dangerous explosion or merely a jam. add 1.
M i n i m u m W e a pon Damage
threat ranges. then the round was a dud and the gun can fire normally next round. or for some other reason. the misfire range is 1.Damage is deducted from the target’s current hit points. Roll the damage (with all modifiers) multiple times and total the results. the multiplier is x2. the minimum damage of 1 rule only applies to internal penalties on the damage roll itself. the character immediately makes another attack roll with all the same modifiers as the attack roll that scored the threat. he is particularly adept at dodging blows or gunfire. the character does not need to roll a second 20. It is the attack roll result that an opponent needs to achieve to hit the character. Attacks against objects are dealt with in a separate section detailed below. Sometimes a character cannot use his Dexterity bonus. which works just like a critical threat range.
Dexterity Modifier
The bigger an opponent is. A character’s Defence Value is equal to: • 10 + Dexterity modifier + equipment bonus + size modifier
D e f e n c e V a l ue
When a character makes an attack roll and gets a natural 20 (the d20 shows 20).

Hit Points
•
A character’s speed tells how far he can move in a move action. Humans normally move 30 feet.
Initiative
121
Steve Hunting (order #3510822)
2
. counting down from highest result to lowest. An initiative check is a Dexterity check. Wounds may hasten a character’s demise – see Wounds. A character’s saving throw bonus is: • Base save bonus + ability modifier
Saving Throws
Other factors can add to a character’s Defence Value. determine the order in which they act. When it drops to –1. such as Dexterity modifier or size modifier. In these cases. Apply the character’s Wisdom modifier to his Will saving throws. These bonuses are called dodge bonuses.Size Modifiers
Size Colossal Gargantuan Huge Large Medium Size Modifier -8 -4 -2 -1 +0 Size Small Tiny Diminutive Fine Size Modifier +1 +2 +4 +8
Generally. the attacker makes a touch attack roll (either a ranged touch attack roll or a melee touch attack roll). he gets a saving throw to avoid or reduce the effect. When a character’s hit point total drops to 0. the characters act in the same order (unless a character takes an action that results in his initiative changing. each combatant makes a single initiative check. Reflex: These saves test a character’s ability to dodge massive attacks such as explosions or landslides. A natural 1 (the d20 comes up 1) on a saving throw is always a failure. but a character can only run all out in a straight line. Wearing armour can slow a character down.
Touch Attacks
•
A character’s hit points tell how much punishment he can take before dropping.
Speed
Every round. however. use his attack action as a second move action. Feats: Some feats give a bonus to a character’s Defence Value. and each character acts in turn. A saving throw is a 1d20 roll plus a bonus based on the character’s class and level (the character’s base save bonus) and an ability modifier. When it drops to –10. Hit points are based on the character’s class and level. On all following rounds. Any situation that denies a character his Dexterity bonus also denies his dodge bonuses. The attacker makes his attack roll as normal. see Special Initiative Actions). a character gets to make a Reflex save to take only half damage. but some creatures move faster or slower. each combatant gets to take their allotment of actions.
The three different kinds of saving throws are: •
Saving Throw Types
Fortitude: These saves measure a character’s ability to stand up to massive physical punishment or attacks against his vitality and health such as poison and paralysis. below. and the character’s Constitution modifier applies. leaving an attack action to attack. dodge bonuses stack with each other. and anyone with the Improved Initiative feat gets an additional +4 bonus on the check. Each character applies his Dexterity modifier to the roll. domination and psychological effects. Will: These saves reflect a character’s resistance to mental influence. and doing so affects the character’s Defence (see Run). for a total movement of up to double his normal speed. The Games Master finds out what order characters are acting in. This could let the character move again. when damage is inevitable. but a character’s Defence does not include any equipment bonus or armour bonus. the character is dead. A character normally moves as a move action. A natural 20 (the d20 comes up 20) is always a success. apply normally. Unlike most sorts of bonuses. Another option is to run all out (a full-round action). Dodge Bonuses: Some other Defence bonuses represent actively avoiding blows.
Some attacks disregard armour. he is dying. The character can. (Often. At the start of a fight. from highest to lowest. when a character is subject to an unusual or magical attack. All other modifiers. This lets the character move up to four times his normal speed. Apply a character’s Constitution modifier to his Fortitude saving throws. from first to last.
Other Modifiers
The Difficulty Class for a save is determined by the attack or effect itself. The combatants’ initiative checks.) Apply the character’s Dexterity modifier to his Reflex saving throws. he is disabled.

Each participant may gain a bonus to their Initiative by accepting an equal penalty to any attack rolls made this round.
Pistol duels operate according to slightly different rules. If no one or everyone is surprised. a surprise round happens before regular rounds begin. that character is surprised.
Surprise
If some but not all of the combatants are aware of their opponents. before the character has had a chance to act (specifically. but is unlikely to make his mark. a character can surprise his enemies if the character knows about them before they are aware of the character. roll a die. two characters face each other in a pistol duel at high noon. a surprise round does not occur. Because of this. they roll initiative at that time and act whenever their turn comes up in the existing order. they lose any Dexterity bonus to Defence. which means that his attack will be at a –10 penalty. combatants who started the battle aware of their opponents each take an attack action or move action during the surprise round (see Action Types. In initiative order (highest to lowest). the character is flat-footed. giving him a –3 penalty.
Quickdraw Duels
Combat
When a combat starts. The first character may shoot first. The other character takes a +3 bonus. A character cannot use his Dexterity bonus to Defence while flat-footed. below). so they roll for initiative.
Unawa re Combatants
122
Steve Hunting (order #3510822)
2
. if applicable). For example. If there is still a tie.
The Surprise Round
Combatants who are unaware at the start of battle do not get to act in the surprise round. Flat-Footed: At the start of a fight. Unaware combatants are still flat-footed because they have not acted yet. before the character’s first turn in the initiative order). Joining a Battle: If characters enter a battle after it has begun. The combatants who are aware of the opponents can act in the surprise round. if a character was not aware of his enemies and they were aware of the character. Likewise. One character takes a +10 bonus to Initiative.If two or more combatants have the same initiative check result. the combatants who are tied go in order of total initiative modifier (including Dexterity modifier and Improved Initiative bonus.

3 If the character has a base attack bonus of +1 or higher. a character can do in 1 round. Anything a person could reasonably do in 6 seconds. Each round of a combat uses the same initiative order. provokes an attack of opportunity. he can draw two light or one-handed weapons in the time it would normally take to draw one. one or more times in a full attack
123
Steve Hunting (order #3510822)
2
. but it usually means a span of time from a certain round to the same initiative number in the next round. If not. in order.The fundamental actions of moving and attacking cover most of what a character wants to do in a battle. (For exceptions. A round can be a set amount of game time starting with the first character to act and ending with the last. there is no relevance to the end of a round or the beginning of a round. more specialised options are touched on in the Actions in Combat table. that character performs his entire round’s worth of actions. sitting or kneeling No Speak No Action Type Varies Disarm4 Yes Grapple4 Yes Trip an opponent4 No 5 Use a feat Varies No Action Delay No 5-foot step No 1 Regardless of the action. 2 If the object is being held.
The C o m b a t Round
Actions in Combat
Action Attack Actions Attack (melee) Attack (ranged) Attack (unarmed) Attack (aid another) Bull rush (attack) Escape a grapple Feint (see the Bluff skill) Ready (triggers an attack action) Make a dying character stable Attack a weapon Attack an object Total defence Use a skill that takes an attack action Move Actions Move your speed Attack of Opportunity1 No Yes Yes No No No No No Yes Yes Maybe2 No Usually
Yes
Use a piece of equipment No Climb (one-quarter speed) No Crawl No Draw a weapon3 Yes Holster a weapon Yes Move a heavy object Yes Open a door No Pick up an object Yes Retrieve a stored object Yes Stand up from prone. from there. not an action. carried. no. When a character’s turn comes up in the initiative sequence. see Attacks of Opportunity and Special Initiative Actions. As melee attacks. sitting of kneeling No Start/complete full-round action Varies Swim No Use a skill that takes a move action Usually Full-Round Actions Bull rush (charge) No Charge No Coup de grace Yes Full attack No Overrun (charge) No Run Yes Withdraw No Extinguish flames No Use a skill that takes a full round Usually Reload a firearm Yes Un-jam a firearm Yes Free actions Drop an Object No Drop to prone.
Actions in Combat
Each round represents about 6 seconds in the game world. If the character has the Two-Weapon Fighting feat. and covered in Special Initiative Actions and Special Attacks. they can be used once in an attack or charge action. Other.) For almost all purposes. he can combine this action with a regular move. 4 These attack forms substitute for a melee attack. yes. or worn by a creature. A round is an opportunity for each character involved in a combat to take an action. Each round’s activity begins with the character with the highest initiative result and then proceeds. Effects that last a certain number of rounds end just before the same initiative count that they began on. if a character moves out of a threatened square. not moving. They are described here. This column indicates whether the action itself. the character usually provokes an attack of opportunity.

a character can always take a move action in place of an attack action). In a normal round. or after the action. a character can perform an attack action and a move action (or two move actions. full-round actions and free actions.action. pick up an object. during.
Full-Round Action
An attack action allows a character to do something. The only movement the character can take during a full-round action is a 5-foot step before. If a character moves no actual distance in a round. or even as an attack of opportunity. In some situations (such as in the surprise round) a character may be limited to taking only a single attack or move action. see below). or a character can perform a full-round action. A character can move his speed. A character can make an attack. use a skill or a feat (unless the skill or feat requires a fullround action to perform. A character can take a move action before or after performing an attack action. A character can perform one
Free Action
A move action allows a character to move his speed or perform an action that takes a similar amount of time. During a combat round. a character can take an attack action and a move action.
Move Action
124
Steve Hunting (order #3510822)
2
.
Action Types
A character can take a move action in the place of an attack action. during. or perform some equivalent action (see Table: Actions in Combat). that character can take one 5-foot step before.
Attack Action
Free actions consume a very small amount of time and effort. A character can also perform free actions (see below) as the Games Master allows. move actions.
Combat
The four types of actions are attack actions. climb one-quarter of his speed.
A full-round action consumes all a character’s effort during a round. Some full-round actions do not allow a character to take a 5-foot step. 5 The description of a feat defines its effect. or perform other similar actions. stand up. and over the span of the round their impact is so minor that they are considered free. draw or stow a weapon or other object. A character can also perform as many free actions as the Games Master allows. or after the action.

a group of two riders is composed of two Large creatures (the horses) and two Medium creatures (the men riding them). For example.
Attac k A c t i o n s
Ranged Attacks
Note that groups do not apply their Reflex or other Defence bonuses to their Ranged Defence. add up the sizes as follows:
•
•
•
Shooting into a Group
Creature Size Small Medium Large Huge Gargantuan Size Value 1 1 2 4 6 Total Size Values <3 3-4 5-6 7-10 10+ Effective Size (Defence) Medium (-0) Large (-1) Huge (-2) Gargantuan (-4) Colossal (-8)
•
125
Steve Hunting (order #3510822)
2
. To calculate the effective Defence of the group. Because of the weapon’s unwieldy shape and size. if a character has to pass through a narrow gap in some rocks. When he switches to another target.
With a ranged weapon. More specialised attack actions are mentioned in the Actions in Combat table and covered in Special Attacks. For example. he suffers a –4 penalty to his attack that round. Shooting into Confined Spaces: A character who does not have at least three five-foot squares to dodge into cannot apply his Dexterity bonus to his Ranged Defence. even if it is engaged in melee with an ally. As a special exception. a character can apply his own Defence bonus to his mount when riding. use the Size values to construct a table. he suffers a –2 penalty to his ranged attack roll. and gets a +2 circumstance bonus to his next attack roll against that target. it is ten range increments. Shooting at a Group: A character can fire a ranged weapon into a group of targets and aim for the group as a whole instead of individual targets within it. The group is treated as a single creature. the Games Master puts reasonable limits on what a character can really do for free. dropping to a prone position and speaking a sentence or two are all free actions.) If the target is so big that part of it is 10 feet or farther from the nearest ally. the character takes a –4 penalty on his attack roll because the character has to aim carefully to avoid hitting the ally. he cannot dodge and therefore cannot use his Dexterity bonus. All the members of a group must be within five feet of each other to count as being part of a group. he has a +1 dodge bonus to his Ranged Defence value. and each rider has a one-in-six chance. The maximum range for a thrown weapon is five range increments.
Most common attack actions are described below. then the character has successfully aimed. Aiming: A character can take the time to properly aim a gun. (An unconscious or otherwise immobilised character is not considered engaged unless he is actually being attacked. A target is in line of sight if there are no solid obstructions between the character and the target. Two characters are engaged in melee if they are enemies and they are adjacent to one another. This rule only applies to ranged attacks. dropping an object. This penalty is ignored if the new target is within 20 feet of the old target. The pair will still count as a Large target. To work out which member of a group is hit. the character makes an attack roll against his target.or more free actions while taking another action normally. For every twenty feet that a character moves in a round. A character must either aim again or fire next round – if the character goes a round without aiming. the character can avoid the –4 penalty. • Movement: If a character moves more than five feet. the bonus is lost. Each horse has a two-in-six chance of being hit. • Shooting or Throwing into a Melee: If a character shoots or throws a ranged weapon at a target that is engaged in melee with an ally. A character using a longarm with sights or one resting on a tripod or other support gets a +4 bonus from aiming instead of a +2 bonus. However. (A character moving or a horse or vehicle uses different modifier – see below). Creatures smaller than Small or larger than Gargantuan cannot be part of a group. In each round spend aiming. so it is very easy to shoot into a group. If this ‘attack’ hits. Switching targets with a longarm: A character using a longarm or shotgun must declare who he is firing at. For weapons that fire projectiles. For instance. a character can shoot or throw at any target that is within the ranged weapon’s maximum range and in line of sight. an attacker using a rifle takes a –4 penalty on attacks against adjacent opponents.

and so would only have dealt Aaron a serious wound. but does get a +4 dodge bonus to his Defence for 1 round. Normal wounds will heal without any further intervention. Aaron rolls and gets a 14. If he were not able to shoot with his off-hand so accurately (and did not have the Two Weapon Fighting feat). The margin of success was a huge 24. Extra Damage +2 Bleed 2/round. it is still a very accurate shot. He rolls again. Add the margin of success in the attack roll to the damage to determine the wound value. below) in order to make more than one attack. but Bill still counts his lucky stars…
E x a m p l e – B i l l and Aaron shoot the hell o u t of each other
126
Steve Hunting (order #3510822)
2
. The severity of the wound is determined by how much the attack roll beat the target’s Defence. He rolls damage. he loses another hit point from the Bleed. and gets a 6. On his next round. so it helps against any attacks of opportunity the character is subject to while performing his move action. An accurate shooter can deal a mortal wound with even a tiny pistol. and by the amount of
Wounds
A Scratch is just a cut or gash – it bleeds a little. The wound is on Bill’s right arm. and gets a 5. The character’s Defence improves at the start of this action. He also takes another 8 damage. but a large-calibre rifle in the hands of a kid can still blow some damn fool’s head off. Wound Value 0-4 5-8 Wound Type Scratch Deep
Combat
A character can choose to fight defensively while making a melee attack.
T o t a l D e f e n ce
9-12
Serious
12+
Mortal
Effects None Bleed 1/round. This is called a total defence action. He rolls a natural 20 – a potential critical. and do not risk becoming infected.With a normal melee weapon. If the character does so. Extra Damage +8
Firearms and most other weapons cause wounds. a Deep Wound. (Enemies within 5 feet are considered adjacent to the character. Impairment 2. adding that to the 5 hit points results in a total of 6. he takes a –4 penalty on his attack in a round to gain a +2 dodge bonus to Defence in the same round. a mortal wound. Extra Damage +4 Bleed 4/round. killing him stone dead. Aaron has won initiative and so is going first. Adding the damage (4) gives a total of 16. Bill loses yet another hit point from the Bleed. a full 12 higher than Aaron’s DV. while Aaron has an attack bonus of +2. The character does not get to attack or perform any other activity. Bill’s turn. a character can use his attack action simply to defend. Bill has an attack bonus with his Colt Peacemaker of +4. Impairment 4. Surgery. he would have suffered a –2 to his attack rolls from Impairment. a character can strike any enemy within 5 feet. It would probably have been enough to kill Aaron.attack of 15). The margin of success for the hit was only 1 (DV16 . less than Aaron’s DV of 10. Infection. Impairment 8. However. and starts tying his injured arm up with his bandana (Treat Injury). while Aaron has a Defence Value of 12. 6 + 4 (his attack bonus) is only a 10. so the critical is not confirmed. Aaron’s going to lose 4 hit points a round and has an Impairment of 8.) A character capable of making more than one melee attack per round must use the full attack action (see Full-Round Actions. Bill loses 5 hit points. Adding his attack bonus of +2 gives him a 16 – a hit.
Bill has a Defence Value of 15. Infection. Infection. but not enough to cause continuing damage. Firstly. Bill has the Two Weapon Fighting feat (which allows any character to use either hand with equal ability).
M e l e e A t t a c ks
damage inflicted by the hit.
F i g h t i n g D e f e n s ively
Instead of attacking. so Bill suffers a –2 penalty to attack rolls and skill checks using that arm. so he flips his gun over to his left hand and shoots with that. Surgery.

Sleight of Hand Climb. Swim Climb. Finally. Swim Listen. Furthermore. Drive. It represents systemic shock caused by the attack. Sleight of Hand. Spot Ability Score Impaired Dexterity when manipulating Strength Dexterity when moving Con Actions Impaired Ranged Attacks Melee Attacks All Attacks Movement. Drive.
It makes a big difference where a bullet hits – a hit to the leg means the poor target will be limping or crawling. The closer a shot is to the vital organs. Defence Value All
127
Steve Hunting (order #3510822)
2
. Infection means that there is a chance the wound will be infected unless properly treated. The location of a hit depends on the type of wound. Disable Device. but the amount of Bleed. Deep wounds are normally on the limbs or shoulders. Craft. Extra Damage is added onto the damage inflicted by the attack. When a character has a Serious Wound. first work out the type of wound. Jump. See Recovering from Impairment. Impairment and extra damage are all increased. Swim Climb. Drive. Swim. below. Do not bother rolling. Impairment 2 means that the character suffers a –2 penalty to certain skill or ability checks. page XX (Rules of the West). Repair. Craft. while a wound to the gut… there are easier and quicker ways to die. Demolitions. To determine hit location. He now has a Bleed of 2/round and an Impairment of 4. set the bone and so on). and the character is in real danger of dying. then roll 2d6 on the appropriate table. Tumble Climb. The exact skills or checks affected by impairment vary depending on where the character was hit – see Hit Locations. Bleed 1/round means that the character continues to lose one hit point each round due to blood loss.A Deep Wound is a much nastier hit – perhaps bones have been broken or an organ grazed. which tend to be more exposed in a firefight. Normal wounds are just scratches and cuts. the character will never recover fully until the wound is operated on (to remove the bullet. See Surgery. Craft. Serious or mortal wounds are almost always in the centre of mass – the chest. or just assume that the target was just winged in the shoulder or side. and risks Infection. A successful Treat Injury check (see page XX) can stem bleeding. so their location actually is fairly irrelevant. Ride. Drive. the wound has gone right into an organ or other vital bit of meat. The character now has a Bleed of 1/round. Jump. not running. abdomen or head. The character must make a Fortitude save (DC 10) or be infected. and must make a Fortitude save (DC 15) to avoid infection. the more damaging it is. See Infection. preventing further loss. Swim Balance. page XX. Move Silently. an Impairment of 2. A Mortal Wound works the same as a Serious Wound.
Hit Locations
Hit Location
Roll 2 3 4 5 6 7 8 9 10 11 12 Scratch or Deep Left Hand Left Shoulder Left Arm Left Leg Left Leg Chest Right Leg Right Leg Right Arm Right Shoulder Right Hand Serious Stomach Left Leg Left Arm Left Shoulder Chest Chest Chest Right Shoulder Right Arm Right Leg Head Mortal Stomach Stomach Stomach Chest Chest Chest Chest Chest Head Head Head
Location Impairment Effects
Location Hand Arm Shoulder Leg Stomach Chest Head Skills Impaired Climb. A character must keep track of the impairment for each location separately. A hit to the arm throws your shooting off. but does not increase the type of wound. below.

Ranged Attacks: Apply the impairment penalty to any ranged attack rolls made by the character. then subtract 10 feet (5 x 2) from the character’s movement. The character must move at least 10 feet and may move up to twice his speed. loading a gun and so on. During the surprise round (or any other time a character is limited to taking no more than a single attack action on his turn) the character can still use the charge action. picking up an object. and opening a door. If the character starts a full-round action at the end of his turn. a character can combine it with a 5-foot step. most move actions do not require a check.
In most cases. A character does not actually die until he reaches –10 or lower hit points. The character must stop as soon as he is within striking range of his target (the character cannot run past the target and attack from another direction).
character has a base attack bonus of +1 or higher. there are tight restrictions on how and when a character can charge. not after. If a character takes this kind of move action during his turn. with no backing up allowed. For example. It provokes an attack of opportunity from opponents who threaten the character.
Start/Complete FullRound Action
A character who is reduced below 0 hit points is considered to be unconscious. If the Tumble check result is 30 or better. Movement: Multiply the impairment penalty by five. moving over a narrow or uneven surface and so on. standing is a free action instead of a move action. This includes drawing or holstering a weapon. or complete a full-round action by using a move action at the beginning of his turn in the round following the round when the character started the fullround action. However. Melee Attacks: Apply the impairment penalty to any melee attack rolls made by the character. moving a heavy object. moving or manipulating an object is a move action. the next action that character takes must be to complete the full-round action. In some cases. and subtract that many feet from the character’s movement. including climbing and swimming (up to one-quarter the character’s speed). crawling (up to 5 feet).Dexterity when manipulating: Apply the impairment penalty to any Dexterity checks that involve the use of the hands for fine manipulation of items – tying a knot. dodging.
Full-Round Actions
Charge
With the exception of specific movement-related skills. Movement during a Charge: The character must move before his attack. the character cannot also take a 5-foot step. then the character cannot run. playing a piano. A character can make a Tumble check (DC 20) to stand without provoking an attack of opportunity. he can draw a weapon as part of his normal movement.
Standing Up
Combat
The ‘start/complete full-round action’ move action lets a character start undertaking a full-round action (such as those listed on the Actions in Combat table. If it does not involve moving any distance. Defence Value: The character cannot dodge attacks as effective. above) at the end of his turn. Many non-standard modes of movement are also covered under this category. If the impairment penalty is –2 or greater.
The simplest move action is moving the character’s speed. retrieving or putting away a stored object. and entering a vehicle.
D a m a g e a n d D y ing
A full-round action requires an entire round to complete. such as dancing. If the
M a n i p u l a t i ng Objects
128
Steve Hunting (order #3510822)
2
. but he is only allowed to move up to his speed (instead of up to twice his speed). if the character has an impairment of –2.
Move Actions
Movement
Charging is a special full-round action that allows a character to move more than his speed and attack during the action.
Standing up from a prone position requires a move action. A character cannot take a 5-foot step during the same round as a full charge. Dexterity when moving: Apply the impairment penalty to any Dexterity checks that involve fancy footwork or agility. ability checks might be required. subtract the impairment penalty from the character’s Defence Value. All movement must be in a straight line.

a character only gets to make one attack after a charge. the Two-Weapon Fighting feat lessens the primary hand penalty by 2. he takes a –4 penalty on all attacks in a round to gain a +2 dodge bonus to Defence in the same round. the only movement a character can take during a full attack is a 5-foot step. See Bull Rush.
Attacking with Two Weapons
•
A character can run all out as a full-round action. If a character gets multiple attacks based on his base attack bonus.
Full Attack
If the character wields a second weapon in his off hand. Full attack is a full-round action. If the character is using two weapons. Also. An unarmed strike and pistols of Small size or smaller are always considered light. because he fights with two weapons. The character can see how the earlier attacks turn out before assigning the later ones.
Even if the character has extra attacks. Characters fighting with two weapons can use any weapon that he can comfortably hold in one hand (typically. such as from having a high enough base attack bonus or from using multiple weapons. the character may make a single melee attack. When a character runs. Because of this. the character must make the attacks in order from highest bonus to lowest. If the off-hand weapon is light. The penalties apply as if the off-hand weapon were light. the character must use the full attack action to get his additional attacks. Instead of attacking the target. the character can strike with either weapon first. but the character could still draw or put away a weapon. The character may take the step before. A character armed with a gun that only fires once per round can only make one attack in a round with the gun (although he could combine shooting the gun with an unarmed attack or even a melee attack). a character can attempt to push the target back. Melee weapons. Medium or smaller in size) but both must be melee or both ranged in nature unless the character possess the Two-Weapon Fighting feat. he cannot use his move action to move any distance. after. thrown weapons and bows do not suffer from this restriction.
Firearms and the Full Attack Action
If a character gets more than one attack per action because his base attack bonus is high enough. Fighting in this way is very difficult. • Committing to a Full Attack Action: A character does not have to commit to a full attack until after the first attack. if the character has already taken a 5-foot step. the character can get one extra attack per round with that weapon. Fighting Defensively: A character can choose to fight defensively when taking a full attack action. above). The character does not need to specify the targets of his attacks ahead of time. The character can then decide whether to make his remaining attacks or to take a move action. The character gets a +2 bonus on the attack roll.•
Attacking after a Charge: After moving. or between the attacks. The Two-Weapon Fighting Penalties table below summarises the interaction of all these factors. If the character does so. • Double Weapons: A character can use a double weapon to make an extra attack as if he were fighting with two weapons. (The character does not get a 5-foot step.
The number of attacks made with a firearm are restricted by the weapon’s Rate of Fire – most weapons can only fire once per round. however— the character takes a –6 penalty on the regular attack or attacks with his primary hand and a –10 penalty on the attack with his off hand.) The character loses any Dexterity bonus to Defence since
Run
Two-Weapon Fighting Penalties
Circumstances Normal penalties Off-hand weapon is light Two-Weapon Fighting feat Off-hand weapon is light and Two-Weapon Fighting feat Primary Hand –6 –4 –4 –2 Off Hand –10 –8 –4 -2
129
Steve Hunting (order #3510822)
2
. he can move up to four times his speed in a straight line. or for some special reason. for instance (see Move Actions. A character can reduce the penalties inherent in this kind of combat in two ways. The character also takes a –2 penalty to his Defence for 1 round (until the beginning of the character’s turn in the following round). the penalties are reduced by 2 each. and the off-hand penalty by 6. Of course.

a character can move normally. Some feats are not intended to be used within the framework of combat. A character can run for a number of rounds equal to his Constitution score. Some forms of movement (such as climbing and swimming) require skill checks from most creatures. but they give a character a bonus when attempting something he can already do. Skill or Special Ability
130
Steve Hunting (order #3510822)
2
. A run represents a speed of about 14 miles per hour for an unencumbered human. (The character does not also get a 5-foot step. When appropriate. A character may not withdraw using a form of movement for which that character must make a skill check. enemies get attacks of opportunity as normal.) The square the character starts from is not considered threatened for purposes of withdrawing.
Withdraw
Certain feats let a character take special actions in combat. The character must check again each round in which he continues to run. but after that the character must succeed at a Constitution check (DC 10) to continue running. When the character fails this check.
M i s c e l l a n e o us Actions
Combat
Withdrawing from melee combat is a full-round action. If while withdrawing.he cannot avoid attacks. During a rest period.
Some actions do not fit neatly into the above categories. but some might be move actions or full-round actions. Other feats are not actions in themselves. the character moves through another threatened square (other than the one started in) without stopping.
Use Feat. on the actions described earlier. but cannot run. Most uses of skills or abilities in a combat situation are attack actions. and the DC of this check increases by 1 for each check the character makes. When a character withdraws. the description of a talent or a skill provides the time required to use it. For actions not covered in any of this material. and therefore enemies do not get attacks of opportunity against the character when he move from that square. The individual feat descriptions tell a character what he needs to know about them. the character gets a +2 bonus to Defence against ranged attacks while running. he can move up to twice his speed. Some of the options described below are actions that take the place of. A character who has run to his limit must rest for 1 minute (10 rounds) before running again. However. he must stop running. the Games Master determines how long such an action takes to perform and whether doing so provokes attacks of opportunity from threatening enemies. or are variations.

even if the character has already attacked in this round. never with ranged weapons. but at a lower attack bonus. provokes attacks of opportunity. and does not maintain a defensive posture as usual. a combatant in a melee lets his guard down. If the character does not start in a threatened square. A character does not have to make an attack of opportunity if he does not want to.The combat rules assume that combatants are actively avoiding attacks. and performing an action within a threatened square that distracts from defending and lets the character’s guard down.
Weapon Type
A character threatens the squares into which he can make a melee attack. There are two important exceptions. A character can only make attacks of opportunity with melee weapons. The Actions
Pr o v o k i n g a n A t t a ck of Opportunity
When using a grid to represent character’s movement. although armour can slow a character down. A player does not have to declare anything special for his character to be on the defensive. The smaller scale should be used for situations where pistols and fists are the more common weapons. Sometimes. however. or if the character withdraws.
A character can use a melee weapon to make attacks of opportunity whenever the conditions for such an attack are met (see Provoking an Attack of Opportunity. in particular. Using a ranged weapon. however. These attacks are called attacks of opportunity. or else he provokes an attack of opportunity as he leaves that square. Performing an Action that Distracts the Character: Some actions. When rifles come into play. A character’s normal speed is sometimes called base speed. An enemy that takes certain actions while in a threatened square provokes an attack of opportunity from the character. the standard scale equates 1 inch (or a 1 inch square) to 5 feet in the game world. In this case. when performed in a threatened square. • Moving out of a Threatened Square: When a character moves out of a threatened square. that is all squares adjacent to the character’s position.
A tt a c k s o f Opportunity
A character with the Snap Shot feat can threaten an attack of opportunity with a ranged weapon.
Movement and Position
Standard Scale
• • • • • One inch (or one square) = 5 feet ‘Next to’ or ‘adjacent’ = 1 inch (5 feet) away (or in adjacent square) 30mm figure = A human-size creature A human-size creature occupies an area 1 inch (5 feet) across (or one square) One round = 6 seconds
•
Characters normally move 30 feet. but moves into one. that character will generally provoke an attack of opportunity. it is often worth switching to a larger scale (1 inch to 10 feet) to represent the full range of the rifle on the battlefield.
Making an Attack of Opportunity
Two actions can provoke attacks of opportunity: moving out of a threatened square. below). provoke attacks of opportunity because they make a character divert his attention from the fight at hand. In addition. at his normal attack bonus . Generally. An experienced character gets additional regular attacks (by using the full attack action). however. combatants near him can take advantage of this lapse in defence to attack for free. A character makes his attack of opportunity. the character has to stop there. and a character can only make one per round. even when it is not the character’s action. a character can make attacks of opportunity with unarmed attacks if the character’s unarmed attacks count as armed (see ‘Armed’ Unarmed Attacks). A character does not provoke an attack of opportunity if all he moves is a 5-foot step.
T h r e a te n e d S q u a r e s
An attack of opportunity is a single attack.
Exception: Snap Shot
in Combat table (above) notes many additional actions that provoke attacks of opportunity.
How Far Can a Character Move?
131
Steve Hunting (order #3510822)
2
.

using the Defence Modifiers table and the Attack Roll Modifiers table as guides. The Blind-Fight feat reduces this penalty. state. The ally must be on the other side of the opponent so that the opponent is directly between the character and the ally. a character can move his speed as a move action. A character does not gain a bonus for flanking when making a ranged attack. 4 Treat the defender’s Dexterity as 0 (–5 modifier). such as in total darkness. That defender loses any Dexterity bonus to Defence. • • Friendly Character: A character can move through a square occupied by a friendly character. A character can move through a square occupied by an unfriendly character who does not resist as if the character was friendly. If the character spends the entire round to run all out. 2 The defender loses any Dexterity bonus to Defence.
P a s s i n g T h r o ugh
Defence Modifiers
Circumstance Defender sitting or kneeling1 Defender prone1 Defender stunned or cowering2 Defender climbing Defender flat-footed Defender running Defender grappling (attacker not) 3 Defender pinned4 Defender helpless (such as paralysed. Unfriendly Character: There are two ways to move through a square occupied by a resisting enemy. Movement in Combat: Generally. and an ally directly opposite the character is threatening the opponent. while any situational modifier created by the defender’s position. 2 Some ranged weapons cannot be used while the attacker is prone. creature. sleeping. See Cover. 3 Roll randomly to see which grappling combatant the character strikes. Movement in Darkness: If a character moves when he cannot see. below. his speed is limited to one-half normal. he can move up to four times his normal speed. The Games Master judges what bonuses and penalties apply. If a character does something that requires a full round. or bound) 4 Defender has cover Defender concealed Melee –2 –4 –2 –2 +2 +2 +2 –4 –4 Ranged +2 +4 –2 –2 +2 +2 +2 +4 –6
•
If a character is making a melee attack against an opponent. Square Occupied by Creature or Object Three Sizes Larger or Smaller: Any creature can move through a square occupied by a creature or object three size categories larger or three categories smaller than it is.
Attack Roll Modifiers
Circumstance Melee Ranged Attacker flanking defender1 +2 — Attacker on higher ground +1 —2 Attacker prone –4 — 1 A character flanks a defender when he has an ally on the opposite side of the defender threatening the defender. If a character uses his attack action as a move action.
132
Steve Hunting (order #3510822)
2
.
Combat Modifiers
Combat
•
Generally speaking. or object. the character and his ally flank the opponent. or tactics applies to the defender’s Defence. any situational modifier created by the attacker’s position or tactics applies to the attack roll. The character can attempt an overrun. the character can move again (for a total movement of up to twice the character’s normal speed).
Favourable and Unfavourable Conditions
Sometimes a character can pass through an area occupied by another character.
•
This section covers offensive and defensive modifiers provided by position. The character gains a +2 bonus on his attack roll.
Flanking
— See Cover — — See Concealment — 1 May instead improve bonus to Defence granted by cover.•
Encumbrance: A character encumbered by carrying a large amount of gear or a fallen comrade may move slower than normal. he can only take a 5-foot step.

again to a maximum of nine-tenths (just because a character is cowering behind a rock does not mean he can obtain total protection from an attack). too. but moves at only five feet per round and suffers a –4 penalty to all attack rolls made while moving. standing beside a rock) One-half +4 +3 Reflex Saves +1 +2 Hit Locations Protected (Low cover or side cover) Legs or L/R Shoulder & Arm
Legs & Stomach or L/R Shoulder. This increases cover as if the character were kneeling. keeping his head low. the bigger the bonus. to a maximum of ninetenths. increasing cover as if he were lying down. If the second result is the same as the first. Arm and Leg (firing out a narrow window.
Cover is assessed in subjective measurements of how much protection it offers.The more cover a character has. L/R Shoulder. The Games Master determines the value of cover.
Degree of Cover
A character who kneels behind low cover can increase the level of cover by one category. The Games Master may impose other penalties or restrictions on attacks depending on the details of the cover. If the bottom half of a character’s body is covered.
133
Steve Hunting (order #3510822)
2
. A character has low cover when his legs and lower body are primarily protected by the obstacle. that opponent probably has cover against the character. Stomach. the character gets one-half cover. or fire over it. A character can scuttle along. Off-hand Shoulder. peering around a corner or a big tree) Nine-tenths +10 +5 +4* Legs. if a character has cover against an opponent. A character can make a double move. A character can crawl. however. the Games Master should determine if the attack roll would have hit the protected target without the
Striking the Cover Instead of a Missed Target
Cover
Degree of Cover (Examples) Hiding Firing One-quarter +2 +2 (standing behind a 3-ft. then it is caused by a ricochet or other unlikely confluence of events. Arm & Leg (hiding behind a big rock. and the appropriate cover applies until the character’s next action. behind a creature of same size. that only gives one-quarter cover. In a melee. Arm & Leg (standing at an open window. Lying down can increase the level of low cover by two categories. Obviously. With ranged weapons.
Maximising and Moving Cover
The Cover table also gives the Reflex save bonuses for different degrees of cover.
Cover
he has side cover when attacking around a corner or other obstacle.
Hit Locations Protected
If it ever becomes important to know whether the cover was actually struck by an incoming attack that misses the intended target. hiding gives a bigger bonus to cover. Add this bonus to Reflex saves against attacks that affect an area.
Cover Reflex Save Bonus
Some locations will not be hit when the character is behind cover – reroll if the result of a wound location is one of the protected locations. high wall. fighting from around a corner or a tree) Three-quarters +7 +4 +3 Legs. but not a run while scuttling or crawling. Head. behind a door that is slightly ajar) Total — — — — (on the other side of a solid wall) *: Half damage if save is failed. it is easy to have better cover than the opponent. because most vital areas are still fully exposed. A character can hide behind cover. but the character only moves at half his normal rate and suffers a –2 penalty to all attack rolls made while moving. This bonus only applies to attacks that originate or burst out from a point on the other side of the cover. but a character cannot shoot while hiding. A character must choose on his action whether he is firing or hiding. no damage if successful. Stomach. If one side or the other of a character’s body is covered.

dense fog at 10 ft. or being able to make Spot checks. total darkness. sleeping. If the character is attacking with a melee weapon. Do not add the miss chances together. The covering character has dodged out of the way and did not provide cover after all. also precludes catching that target unaware and helpless. the covering character takes the damage intended for the target. If the attack roll falls within a range low enough to miss the target with cover but high enough to strike the target if there had been no cover. Concealment always depends on the point of view of the attacker. then that target cannot be considered unaware. light foliage) One-half (shadows. This can be particularly important to know in cases when a character uses another character as cover.
Coup de Grace
134
Steve Hunting (order #3510822)
2
. dense fog at 5 ft. The character automatically hits and scores a critical hit. A covering character can choose not to apply his Dexterity bonus to Defence and/or his dodge bonus.)
C o n c e a l m e n t Miss Chance
A helpless defender has an effective Defence of 5 + his size modifier.
Concealment
Concealment (Example) One-quarter (light fog. or with a ranged weapon from an adjacent square.) Three-quarters (dense foliage) Nine-tenths (near total darkness) Total (attacker blind. Examples of what might qualify as concealment of various degrees are given in the Concealment table below. or if the target can use his Dexterity bonus to Defence. the character can use a full-round action to make the attack. When multiple concealment conditions apply to a defender. get adjacent to the target. A character cannot deliver a coup de grace against a creature that is immune to critical hits. use the one that would produce the highest miss chance. In such a case. including stationing bodyguards. thick smoke. If the covering character has a Dexterity bonus to Defence or a dodge bonus.) Miss Chance 10% 20% 30% 40% 50% and must guess target’s location
Combat
Concealment includes all circumstances in which nothing physically blocks a blow or shot. the defender must make a miss chance percentile roll to avoid being struck. Delivering a coup de grace provokes attacks of opportunity from threatening foes because it involves focused concentration and methodical action. unconscious. and treat him as helpless. the object used for cover was struck.
Co n c e a l m e n t
Degree of Concealment
Concealment is subjectively measured as to how well concealed the defender is. then the original target is hit instead. if the cover is struck and the attack roll exceeds the Defence of the covering character. Further. or otherwise at the attacker’s mercy . If a character is attacking with a ranged weapon and is not adjacent to the target.one who is bound. and gain a +5 bonus on the attack roll. provided the character is adjacent to the target. and this bonus keeps the covering character from being hit.
A helpless foe . If the target is in combat or some other tense situation. A character can sometimes approach a target who is unaware of his presence. any reasonable precaution taken by a target.
Regular Attack
As a full-round action. A character can also use a ranged weapon. if the character so desires. but something interferes with an attacker’s accuracy. (Actually. placing his back to a wall.is an easy target.
Helpless Defenders
Concealment gives the subject of a successful attack a chance that the attacker missed because of the concealment.cover. and therefore in a state of acute awareness and readiness. If the attacker hits. a character can use a melee weapon to deliver a coup de grace to a helpless foe. it does not matter who makes the roll or whether it is rolled before or after the attack roll. the character can use a full-round action to deliver a coup de grace.

but sometimes a character wants to act later. A character cannot interrupt anyone’s action with a delayed action (as a character can with a readied action. see below). If two or more delaying characters are trying to go after one another. he voluntarily reduces his initiative result for the rest of the combat. acting before the triggering action. the character takes it. the one with the highest initiative modifier gets to go first. if a specific trigger is met. When a character delays. the one with the highest initiative modifier gets to go last. the delaying character must act or else forfeit any action in that round. thus fixing the character’s new initiative count at that point. When the character’s new. if the readied action is triggered. later in the round. the one with the highest initiative modifier (or highest Dexterity. and the attack action he readies. Readying does not provoke an attack of opportunity.Usually a character acts as soon as he can in combat. lower initiative count comes up later in the same round. Then. he prepares to take an action later. At that point. On the character’s turn. If multiple characters are delaying. to interrupt another character. Essentially.
Delaying Limits
The ready action lets a character prepare to take an action later. To do so. at a better time. the character splits his
Ready
135
Steve Hunting (order #3510822)
2
. the character can act normally. in case of a tie) has the advantage. If two or more delaying characters both want to act on the same initiative count. The character can specify this new initiative result or just wait until some time later in the round and act then. taking the move action on the character’s initiative count and the attack action at a later point. (The character’s move action. the others must go first or lose their action for the round.
A character can ready an attack action or a move action. or in response to the actions of someone else.)
By choosing to delay. may both provoke attacks of opportunity normally. the character takes no action and then acts normally at whatever point in the initiative count the character decides to act.
Sp e c i a l Ini t i a t i v e Ac t i o n s
Delay
action. the character specifies the action he will take
Readying an Action
The longest a character can delay before taking an action is until after everyone else has acted in the round.

one square right of target Lower right corner. The square has an effective Defence of 10. Roll on d12 Location Struck 1 Upper left corner. If the weapon was thrown two to three range increments (11 to 30 feet). two squares beyond target 2 Upper right corner.
Spe c i a l A t t a c k s
Aid Another
In combat. two squares beyond target 3 Upper right corner.
Explosives
An attack with a thrown explosive such as a stick of dynamite is a ranged attack made against a specific 5-foot
T h r o w n E x p l o s ives
136
Steve Hunting (order #3510822)
2
. one square beyond target Upper right corner. If the character takes his readied action in the next round. he does not actually damage the opponent . Thrown explosives require no weapon proficiency. before his regular turn comes up. one square left of target
For ranges of up to five range increments (31 to 50 feet). If the character is in position to attack an opponent with which a friend of the character is engaged in melee combat. roll 1d12. The character’s initiative count changes. The readied action occurs just before the event that triggers it. If the character misses the target. A character can take a 5-foot step as part of his readied action. the readied action interrupts the other character. make an attack roll. If the square is within one range increment. attacking objects and an assortment of other special attacks.and the conditions under which the character will take it. explosives. If the attack succeeds. one square short of target Lower left corner. one square right of target Lower right corner. Roll 1d4 and consult the table above to see which corner of the square the explosive bounces to. Consult the tables below to determine where the explosive lands. (A character can target a square occupied by a creature.
This section covers firearms. one square beyond target Upper right corner. two squares right of target 5 Lower right corner. although stocks of gunpowder and other explosive compounds can also present a danger. so a character does not take the –4 non-proficiency penalty. a character can help a friend attack or defend by distracting or interfering with an opponent. and he does not get your regular action that round. the character may take the readied attack action in response to those conditions. the character can attempt to aid the friend as an attack action. two squares right of target 6 Lower right corner. any time before the character’s next action. If the character qucceeds. roll 1d8. one square short and right of target
The most common explosive used in the West is dynamite or TNT. but only if the character did not otherwise move any distance during the round. and the character acts immediately ahead of the character whose action triggered the readied action. one square left of target Upper left corner.
square. grappling. If the trigger is part of another character’s actions. For the rest of the encounter.but the character’s friend gains either a +2 circumstance bonus against that opponent or a +2 circumstance bonus to Defence against that opponent (aiding character’s choice) on the friend’s next turn.) Throwing the explosive is an attack action. Roll 1d4 and consult the table to see which corner of the square the explosive bounces to:
Combat
d4 result 1 2 3 4
Corner of Targeted Square Upper Left Upper Right Lower Right Lower Left
If the target square is more than one range increment away. the character’s initiative count rises to that new point in the order of battle. the character does not get to take the readied action (though the character can ready the same action again). If the character comes to his next action and has not yet performed the readied action. you do not need to make an attack roll. The character makes an attack roll against a Defence of 10. the explosive lands at a corner of a square nearby in a random direction. one square beyond and right of target 4 Upper right corner.
Roll on d8 1 2 3 4 5 6 7 8
Location Struck Upper left corner. one square short of target Lower left corner. Then. The other character continues his actions once the readied action is completed. the explosive lands in the targeted square. it is the count on which the character took the readied action.

) Hardness: Each object has hardness—a number that represents how well it resists damage. the character gets an automatic hit with a melee weapon. Use the rules for thrown explosives. if a character targets a square. The base Defence of objects is shown on the Size and Defence of Objects table. it deals its damage to all targets within the burst radius of the weapon. When a planted explosive detonates. carried. two squares short of target Lower left corner. Most splash weapons consist of liquids in breakable containers. (If a character has the Sunder feat. An object being held. the explosive sits where it is placed until it is moved or explodes.
137
Steve Hunting (order #3510822)
2
. Whenever an object takes damage. A character can instead target a specific 5-foot square. or worn object provokes an attack of opportunity from the character who holds it. Object Defence and Bonuses to Attack: Objects are harder or easier to hit depending on their size and whether they are immobile or being held. or worn by opponents. with a detonator or fuse determining when it goes off.
Strike an Object
Attacking Objects
After determining where the explosive landed.
Splash Weapons
If a character uses a full-round action to make an attack against an inanimate. one square beyond and left of target
Objects are easier to hit than characters because they usually do not move. but many are tough enough to shrug off some damage from each blow. including a square occupied by a creature. carried. subtract its hardness from the damage. two squares left of target Upper left corner. make a ranged touch attack against the target. splashing or scattering its contents over its target and nearby creatures or objects. one square short and left of target Lower left corner. After determining where the object landed. carried. The targets may make Reflex saves (DC varies according to the explosive type) for half damage.
A planted explosive is set in place through the use of the Demolitions skill. Hit Points: An object’s hit point total depends on what it is made of or how big it is (see the Substance Hardness and Hit Points and the Object Hardness and Hit Points tables below). A hit deals direct hit damage to the target and splash damage to all other creatures within 5 feet of the target. it deals splash damage to all creatures within 5 feet. two squares left of target Upper left corner. immobile object. so characters do not take the –4 non-proficiency penalty. No attack roll is necessary to plant an explosive. The targets may make Reflex saves (DC varies according to the explosive type) for half damage. two squares short of target Lower left corner. or worn has a Defence equal to the above figure. To attack with a splash weapon. he does not incur an attack of opportunity for making the attempt.7 8 9 10 11 12
Lower right corner. Thrown splash weapons require no weapon proficiency. creatures within 5 feet are dealt the splash damage and the direct hit damage is not dealt to any creature. However. Striking a held. check to see where the weapon lands.
Planted Explosives
Size and Defence of Objects
Size (Example) Colossal (whole train) Gargantuan (train car) Huge (typical cart) Large (big door) Medium (bicycle) Small (chair) Tiny (lantern) Diminutive (paperback book) Fine (pencil) Defence –3 1 3 4 5 6 7 9 13
A splash weapon is a ranged weapon that breaks apart on impact. Only damage in excess of its hardness is deducted from the object’s hit points (see Table: Substance Hardness and Hit Points and Table: Object Hardness and Hit Points). If the character misses the target (whether aiming at a creature or a square). plus 5 plus the opponent’s Dexterity modifier plus the opponent’s class bonus to Defence. using the rules for thrown explosives. it deals its damage to all targets within the burst radius of the weapon. or a +5 bonus on his attack roll with a ranged weapon.

He may apply a –2 penalty to all his attacks this round to gain one extra attack at his highest base attack bonus. then the target is Winded – he suffers a –4 penalty to his next Fortitude save against the effects of a strike.
Wooden Two by Four/ Branch Pistol Butt
1d4
20/x2
1d4
19-20/ x2
Rifle Butt
1d4+1
19-20/ x2
139
Steve Hunting (order #3510822)
2
. If this Fortitude save is successful. There are certain situations where repairing a specific item works in other ways.his Constitution modifier hours (minimum 10 minutes) or until another character makes a Treat Injury roll to awaken him. A brawling attack is resolved like a melee attack to determine whether or not the character is hit. A character who fails his saving throw against a Devastating attack is both winded and Dazed (cannot act this round). Winded Knocked Out
Table
1d4
20/x2
A Normal strike has no further effects if the Fortitude saving throw is failed. However.
Repairing Objects
Finally. chairs and tables to smash over the head of an opponent is a standard tactic in a bar fight. a character takes a –4 penalty on his Craft or Repair check. a character who fails his Fortitude save against a Knockout strike is. (Without the tools. if a character is struck by a blow.
Improvised Weapons
Common Improvised Weapons
Item Bottle Bar Stool Damage 1d2 1d3 Critical 19-20/ x2 20/x2 Special Automatically Threatens Daze -2 penalty to saves against Daze or Knockout Requires Strength 16 or higher. the character may continue to make repairs for as many hours as it takes to restore all the object’s hit points.Repairing damage to an object takes a full hour of work and appropriate tools.
Bra w l i n g & Unarm e d C o m b a t
A character who makes a Full Attack while brawling can gain extra attacks. a character without the Improvised Weapons Proficiency feat suffers a –2 penalty to attacks with these weapons.
A character with the Martial Arts feats (see chapter XX) can inflict damage with an unarmed attack even if the target makes a successful Fortitude save. However. Success restores 2d6 hit points. make a Craft check using the appropriate Craft skill or a Repair check (DC 20). apart from the damage from the attack actually being subtracted from the hit points of the target. or apply a –4 penalty to all his attacks this round to gain two extra attacks at his highest base attack bonus. then no damage is inflicted by the attack – the victim is tough enough to just ignore the effects of the blow.) At the end of the hour. depending on how powerful the strike was. the target must make a Fortitude save at a DC of the damage dealt + the margin of success. then the character may be staggered or even knocked out by the blow. if the Fortitude save is failed. He remains unconscious for 1d6 . Knocked Out. unsurprisingly. If damage remains. These weapons inflict slightly more damage than an unarmed strike. these exceptions are part of the item’s description when applicable.
Extra Attacks
Grabbing bottles. However. If the Fortitude save against a Solid blow is failed. even if his base attack bonus does not normally give him extra attacks. The damage dealt by an unarmed attack is 1 + the Strength bonus of the attacker. automatically threatens Knockout -2 penalty to saves against Daze or Knockout -2 penalty to saves against Daze or Knockout -2 penalty to saves against Daze or Knockout
Strike Value 0-5 5-10 11-15 16+
Strike Type Normal Solid Devastating Knockout
Effects None Winded Dazed.
Martial Arts
A character who is tough enough can shrug off the effects of a punch or kick (brawling attacks are collectively called strikes) through sheer grit. and can make certain effects easier to obtain.

the character has to move 5 feet back the way he came. or as part of a charge. ending his movement there. The character gets a +2 bonus if he was charging. however. Then the target chooses either to avoid the character or to block the character. If the attack was powerful enough to threaten the condition anyway. during. or smaller. If the opponent avoids the character. First. this is an exception. See under grappling. However. the same size.If a weapon automatically threatens a condition such as Dazed or Winded. A character can make only one overrun attempt per action. (In general. the same size. (The target provokes attacks of opportunity if moved. A character can only bull rush an opponent who is one size category larger than the character. then the victim must still only make one Fortitude save. a character cannot make an attack action during a move action. the character falls prone in the target’s square. A character cannot. The target gets a +4
I n i t i a t i n g a B ull Rush
140
Steve Hunting (order #3510822)
2
. this is an exception. going past or over the opponent. the character moves 5 feet straight back to where the character was before the character moved into the opponents square. or smaller. for rules on slamming enemies into obstacles or throwing them through windows. When the character bull rushes. If that square is occupied. If the character fails but is not tripped. The character can push the target back an additional 5 feet for every 5 points by which the character exceeded the target’s check result.) If the character fails to beat the target’s Strength check. probably including the target. (A character can always move through a square occupied by someone who lets the character by. the character falls prone in the square.) If the opponent blocks the character. the character pushes the opponent back 5 feet. the character falls prone in the square. make a trip attack against the opponent (see Trip).
Bull Rush Results
A character can attempt a bull rush as an attack action made during his move action. (In general. If the character and the target are different sizes. the character moves into the target’s square.
Combat
A melee weapon such as a pistol butt can be used in a brawl as an improvised weapon – it inflicts the same damage as it does in a normal melee. The target and the character do not provoke attacks of opportunity from each other as a result of this movement. then the victim of the attack must make a Fortitude save at a DC of the damage dealt plus the margin of success or suffer that condition. An improvised weapon can be used to deal wounds – a character can. the character can continue his movement as normal. but does not deal wounds (meaning that a character is much less likely to kill someone in a brawl).) In either case. If the character succeeds in tripping his opponent. below.
stability bonus if he has more than two legs or is otherwise exceptionally stable. A character can only overrun an opponent who is one size category larger than the character.
Bull Rush
A character can attempt an overrun as an attack action made during his move action. the character keeps moving. If the character fails and are tripped in turn. the character does not get a 5-foot step before.
U s i n g M e l e e W e apons in a Brawl
If the character beats the target’s Strength check. the character must move at least 10 feet in a straight line into the target’s square (provoking attacks of opportunity normally).
Overrun
First. the character suffers the usual –2 penalty to attacks for using an improvised weapon. the character does not get a 5-foot step before. if he moves with the target. a character cannot make an attack action during a move action. With an overrun. the larger combatant gets a bonus on the Strength check of +4 per difference in size category. say. the character attempts to move through an opponent’s area. exceed his normal movement for that action. provided the character moves with the target. So does the character. If that square is occupied. or as part of a charge. he attempts to push an opponent straight back instead of attacking the opponent. bash someone’s skull in with a bar stool – but using an improvised weapon in this fashion incurs a –4 penalty to attacks. or after the overrun attempt. A free grapple attempt means that the weapon can be used to set up a grapple attack – the attacker may make a grapple check without first needing to make a touch attack or risking an attack of opportunity. or after the bull rush attempt. the character and the target make opposed Strength checks.) In either case. Second. during. Moving in this way provokes an attack of opportunity from each foe that threatens the character.

Disarm
•
A character can try to trip an opponent. If the weapon is held in two hands. Also. the character makes a melee attack or unarmed attack to strike the weapon in the opponent’s hand (see Attack an Object). If the weapons are different sizes. the target may immediately react and make a Strength check opposed by the character’s Dexterity check or Strength check to try to trip the character. as an unarmed melee attack. then the attack automatically hits the specified location.
Ranged Weapons
141
Steve Hunting (order #3510822)
2
. the target is disarmed. but if the character fails. the larger combatant gets a bonus on the attack roll of +4 per difference in size category.
Trip
Make an unarmed melee touch attack against the target. the same size. the ranged weapon falls to the ground or winds up in the character’s hands (if the character made the attack unarmed). he trips the target. he now has the weapon. the character can drop the weapon to avoid being tripped. If the character was armed. but if the attack hits. • Step One: The character provokes an attack of opportunity from the target he is trying to disarm. Step Three: If the character beats the target’s attack roll. If the attack succeeds.
A tripped character is prone (see the Defence Modifiers table).
Called Shot Penalties
Location Hand Arm Shoulder Leg Stomach Chest Head Penalty -6 -3 -3 -4 -4 -2 -6
As a melee attack. such as the whip. the combatant with the larger weapon gets a bonus on the attack roll of +4 per difference in size category. Doing this incurs an attack of opportunity from the target as normal for unarmed attacks. The target gets a +4 stability bonus on his check if he has more than two legs or is otherwise exceptionally stable. the character does not get a free disarm attempt against the opponent. If the character wins. make a Strength check opposed by the target’s Dexterity check or Strength check (using whichever ability score has the higher modifier). or smaller. Disarming the wielder of a ranged weapon is slightly different. a character may attempt to disarm his opponent. This kind of disarm attempt provokes an attack of opportunity. If the character does so with a weapon. A character can only trip an opponent who is one size category larger than the character. The opponent’s attempt does not provoke an attack of opportunity from the character. If the opponent fails to disarm. If the character loses. as listed above. he knocks the opponent’s weapon out of his hands and to the ground. If the character is tripped during his own
Tripping with a Weapon
To disarm an opponent wielding a ranged weapon. if the combatants are different sizes. he gets a +2 bonus to its Defence. The penalty for making a called shot does not apply when determining what sort of wound was inflicted by the shot. If the character’s attack succeeds. follow the steps outlined here. If the target is using a weapon in two hands.
M a k i n g a T r i p A t t a ck
•
If the character fails the disarm attempt. the target’s weapon is on the ground at the target’s feet. the character ends up with the weapon in his hand. see below. This requires accepting a penalty to the attack roll. he gets an additional +4 bonus.
Be i n g T r i p p e d ( P r o n e)
Some weapons.A character can attempt to make a called shot against a particular location. A character does not incur an attack of opportunity when doing so. If the character attempted the disarm action unarmed. Step Two: The character and the target make opposed attack rolls with their respective weapons. the target may immediately react and attempt to disarm the character with the same sort of opposed melee attack roll. the larger combatant gets a bonus on the Strength check of +4 per difference in size category. If a character is attempting to disarm the wielder of a melee weapon. or otherwise knock him down. If the character attempts a disarm while unarmed. If the character and the target are different sizes. Standing up from a prone position is a move action. the target does not get to make a disarm attempt against him.
Call e d S h o t s
trip attempt. can be used to make trip attacks.

long]) Gargantuan (grey whale [40 ft. (However. On the other hand. A pinned character is held immobile. but fails to go on to hold him. Doing this works the same as a disarm attempt (see above).so while a character cannot initiate a grapple with a creature more than two size categories larger than him. a character can still end up in one.
Starting a Grapple
•
•
142
Steve Hunting (order #3510822)
2
. he will need to make opposed grapple checks against an opponent—often repeatedly. • Grabbing: Normally. if that creature is Large or larger in size. he can attempt to start a grapple multiple times (at successively lower base attack bonuses). Step Two: Grab: The character makes a melee touch attack to grab the target. If the attack of opportunity deals the character damage.Disarming an opponent by using a ranged weapon (the famous ‘shooting the gun out of the bad guy’s hand’ manoeuvre beloved of certain Western heroes) is only possible if the character doing so possesses the Improved Disarm feat. if the object is poorly secured or otherwise easy to snatch or cut away.) Pinning: Getting the opponent in a pin is often the goal of a grapple. including damaging the opponent or pinning the opponent. Failed Attempts: Failing an attempt to grab an object does not allow the target to attempt to disarm the character. If the attack of opportunity misses or otherwise fails to deal damage. From a hold. proceed to step 3. the target gets a +4 bonus. a creature of Small or smaller size is at a disadvantage because of its size when grappling. Follow these steps. the character fails to start the grapple. except for the following. However. Modifiers: If the object is well secured or otherwise difficult to grab from the target. but it can be a useful combat option in certain cases where normal methods of assault may not advisable or possible. A grapple check is something like a melee attack roll. Conversely. There are three stages to grappling: grabbing.
G r a b b i n g O b j e cts
Combat
•
A creature’s size works in its favour when grappling.
When a character is involved in a grapple. and pinning. use the appropriate grapple modifier from the Grapple Modifiers table below. sometimes all a character wants to do is grab the target. • Step One: Attack of Opportunity: A character provokes an attack of opportunity from the target he is trying to grapple. If the character grabs an opponent. Holding: Once a character has established a hold. If the character succeeds. a character can attempt a number of actions. such a creature can get a hold on the character . the character fails to start the grapple. he is involved in a grapple. A character’s attack bonus on a grapple check is: • Base attack bonus + Strength modifier + grapple modifier
Grapple Checks
A character can also use disarm to snatch away an object worn by a target. A character cannot get a hold on any creature more than two size categories larger than the character. Grappling can be a dangerous proposition. the attacker gets a +4 bonus. holding. proceed to step two. a grab is just the first step to starting a grapple.
Grapple Modifier
Grapple Modifiers
Size (Example) Colossal (blue whale [90 ft. Attempting to start a grapple is the equivalent of making a melee attack. • Attack of Opportunity: If the target’s attack of opportunity inflicts any damage. If the character fails to hit the target. If the character gets multiple attacks in a round.
Grapple
•
To start a grapple. Instead of using a creature’s size modifier on a grapple check (as would be done for a melee or ranged attack roll). the character does not actually start a grapple. long]) Huge (elephant) Large (lion) Medium (human) Small (German shepherd) Tiny (housecat) Diminutive (rat) Fine (horsefly) Grapple Modifier +16 +12 +8 +4 +0 –4 –8 –12 –16
•
Grappling means wrestling and struggling hand-to-hand. the attempt to grab the object automatically fails. a character first needs to grab and hold his target.

•
While a character is grappling. The opponent takes a –4 penalty to Defence against all attacks from other people (but not from the character). as normal. Throw: Make an opposed grapple check. he deals damage as with an unarmed strike.) The character is limited to these options only. using his successively lower attack bonus for each roll. twice the difference between the grapple checks). If the character loses. Escape from Grapple: Make an opposed grapple check.e. off the top of buildings and so on. the character being thrown also takes falling damage equal to the distance fallen. and must make a Fortitude save to avoid being dazed. This is a brawl attack. he can attempt as many of these options as he has attacks available.) If the character succeeds. This damage is also dealt to the object. •
Grappling Consequences
•
When a character is grappling (regardless of who started the grapple).•
Step Three: Hold: Make an opposed grapple check. he can attempt any of several actions on his turn. the character has started the grapple. A character cannot use a weapon on a pinned character or attempt to damage or pin a second opponent while holding a pin on the first. Unless otherwise noted. The character slides twice as far as normal (i. Pin: Make an opposed grapple check. Step Four: Maintain the Grapple: To maintain the grapple for later rounds. and does not deal wounds. but takes no damage. each of these options is equivalent to an attack. if that’s all he wants to do). he holds the opponent immobile for 1 round. if the character succeeds. (This movement is free and does not count as part of the character’s movement for the round movement. he fails to start the grapple.
If the Character is Grappling
A character thrown through a window takes damage equal to ½ (1 + attacker’s Strength modifier). then he can be thrown down it after a grapple. No Dexterity Bonus: A character loses his Dexterity bonus to Defence (if the character has one) against opponents the character is not grappling. if the character succeeds. the character cannot maintain the grapple and must immediately let go of the target.
Thrown Through A Window
If a character is adjacent to a saloon bar or other slick surface. he slams his opponent into a wall or other hard surface. the opponent is moved one foot for every point by which the winner’s grapple check beat the losers (round up to the nearest five feet). Bash off Object: Make an opposed grapple check. This manoeuvre can also be used to hurl opponents off of cliffs.
•
Damage the Opponent: Make an opposed grapple check. but not from the target. If more than one opponent is grappling
•
•
•
If the character cannot move into the target’s square.) Moving.) No Movement: A character cannot move while held in a grapple. and may result in the opponent being slammed through the surface. he cannot take any other actions.. The DC for this Fortitude save is equal to the damage dealt plus the difference in grapple checks. if the character succeeds. To grapple again. The character automatically loses an attempt to hold if the target is two or more size categories larger than the character is (but the character can still make an attempt to grab such a target. however. treat it as if he had been bashed off the object. the opponent is not considered helpless. (If the character normally gets more than one attack per attack action. In this case. he can escape the grapple. the character must move into the target’s square. (This is a free action. If the loser runs into an obstacle. inflicting damage equal to the ½ (hardness of the surface + character’s Strength bonus). provokes attacks of opportunity from threatening enemies. if the character succeeds. A pinned character cannot take any action except to attempt to escape from the pin.
Sliding Down The Bar
143
Steve Hunting (order #3510822)
2
. • • No Threatened Squares: A character does not threaten any squares while grappling. If the character succeeds. the character must begin at step one. (The character can still use it against opponents he is grappling. and deals damage to the target as if with an unarmed strike. his ability to attack others and defend himself is limited. The character and the target are now grappling.

bringing his opponent with him.) The character is still being grappled. If the character has not used his move action for the round. (Opponents do not have to try to hold a character if they do not want to. however. The exception is an attempt to escape from the grapple. If multiple enemies are already involved in the grapple. A gun can be partially reloaded using a move action. The character still has to make a successful opposed grapple check and move in to be part of the grapple. Draw a Light Weapon: A character can draw a light weapon as a move action. Most guns take one round to reload fully. If at any time the target breaks free or slips free of the grapple. A character cannot attack with two weapons while grappling. he can attempt to escape from the pin. even if the character gets multiple attacks. Up to four combatants can grapple a single opponent in a given round. (The character cannot attempt any other action. the character chooses one opponent to make an opposed check against. a character’s grapple check must beat the check results of all opponents. even if the character gets multiple attacks.) On the character’s turn. if the character succeeds. Note that a grappled target who is not pinned can use his attack action to strangle his attacker. except that the target does not get an attack of opportunity against the character and the character’s grab automatically
J o i n i n g a G r a p ple
A character can reload a weapon as a full-round action.) • Drag: The winner of the grapple check may move up to one-quarter of his movement. the character picks one against whom to make the opposed grapple check.the character.
Multiple Grapplers
Alternatively. creatures that are one size category larger than the cjaracter count as two creatures. If the character succeeds.
succeeds. Creatures that are one size category smaller than the character count as one-half creature each. This is an attack action that the character may only attempt once per round. the character may do so after escaping the grapple.
I f t h e C h a r a c t er is Pinned
To begin the choke. the character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the grapple. This is an attack action that the character may only attempt once per round.
Combat
Alternatively. The target begins to suffocate on a failed check (see the rules for Drowning in the Rules of the West chapter). he can escape from being pinned. he is still grappling. the character can slot 1d4 bullets into a pistol or one shot into a
Reload
144
Steve Hunting (order #3510822)
2
. After this period of time. he is held immobile (but not helpless) for 1 round. The an attack of opportunity. When involved in a grapple with multiple opponents. a character can use an attack to start a grapple. (Opponents do not have to try to keep the character pinned if they do not want to. the grapple check result has to beat all their check results to escape. use the rules below. and creatures two or more size categories larger than the character count as four creatures.
Several combatants can be in a single grapple. • Break Another’s Pin: Make an opposed grapple check. the attacker must succeed at an opposed grapple check. the stranglehold is broken (although any damage that was dealt remains). as above.
S t r a n g u l a t i on
by an instrument or an A character can strangle size category or one size strangling attempt incurs
• •
When an opponent has pinned the character. Attack with a Light Weapon: A character can attack with a light weapon while grappling (but not while pinned or pinning). +1 for each previous check) every round to continue holding his breath. or choke a target of the same category larger or smaller.
If the target is already grappling someone else. This draws an attack of opportunity if done in a threatened area. the target must make a Constitution check (DC 10. The target can hold his of her breath for a number of rounds equal to his Constitution score. a character can make an Escape Artist check opposed by the opponent’s grapple check to escape from the pin. If the grapple succeeds. he can break the hold that an opponent has over an ally.
When a character is strangled attacker. If the character succeeds. • Escape from Pin: Make an opposed grapple check. to escape. the attacker can choose to deal normal unarmed damage as well as choke the target.

While there may be steam engines and trains on the coast or back east. he gets the +1 bonus on melee attacks for being on higher ground. he must make a Ride check (DC 20) each round as a move action to control such a horse. a character can guide his mount with his knees so as to use both hands to attack or defend. the rider does not take any penalty on melee attacks while mounted. The rider moves at the mount’s speed. the rider has to wait until the mount gets to his enemy before attacking. For simplicity. in a pistol belt. Ammunition stored in a box cannot be used to reload on a move action. the rider can only make a single melee attack. This is a free action.
The horse is everywhere in the West.shotgun. and cannot be partially reloaded using a move action. the rider also takes the Defence penalty associated with a charge.
Mount e d C o m b a t
With a Ride check (DC 5). or carries the mail or the cavalry trooper through Indian country. Essentially. A horse is a Large creature and thus takes up a space 10 feet (2 squares) across. bandolier or scattered on the ground in front of him. If a mount charges. it is the horse that pulls the wagon and the stagecoach. but the mount uses its action to move. so he cannot make a full attack. he can perform a standard action after the move action. If a mount moves more than 5 feet. Even at a mount’s full speed. he receives the bonus gained from the charge. If he makes an attack at the end of the charge.
A mount acts on the rider’s initiative count as he directs it. If he fails. The horse is as ubiquitous and as popular as the combustion engine is in the modern day. assume that the rider shares his mount’s space during combat. If the rider does not dismount. When a character attacks a creature smaller than his mount that is on foot. A character must have ammunition immediately to hand. If he succeeds.
Horses in Combat
145
Steve Hunting (order #3510822)
2
.
Combat while Mounted
Most horses are easily spooked by combat. Longarms take multiple rounds to reload. the move action becomes a full round action and the rider cannot do anything else until his next turn.

If the horse currently has a rider. then the rider may make a Handle Animal check each round to regain control of his
Deliberately S p o o k i n g A H o rse
Vehicle Speeds (Wagon or Stagecoach)
Category Stationary Slow Medium Fast Very Fast Galloping Full Tilt Speed 0 feet 15 feet 30 feet 45 feet 60 feet 75 feet 120 feet Drive Penalty -1 -2 -4 -8 Horse’s Action Move Move Move Double Move Double Move Run Falling Damage 0 0 1d3 1d6 1d6 2d6 3d6
146
Steve Hunting (order #3510822)
2
. at a –8 penalty. If a rider tries to regain control of the horse and fails the Handle Animal check by five or more. but at a –4 penalty on the attack roll. A character driving a wagon or stagecoach may have the horses or other animals pulling the vehicle speed up. (By raising the DC for the Ride check to 20. DC 15) to avoid overturning the vehicle (if turning) or spooking the horses (if changing speed). as such. trapping him. An overturning vehicle inflicts the listed falling damage for the current speed. The rider may make one Handle Animal check immediately as a free action to prevent the horse being spooked at all. Without a rider to guide it. If a character falls from a moving vehicle. he takes the listed falling damage. but the rider must make a Ride check opposed by a Strength check from the horse or fall.A character can use ranged weapons while a mount is taking a double move. then the horse may buck in the next round. a penalty is applied to this Drive check depending on how fast the vehicle is travelling.
V e h i c l e C o m b at
If the rider is knocked unconscious. A bucking horse only makes a normal move. or 2d6 damage if the horse falls on top of him. none of them are especially agile or fast modes of transport. A spooked horse runs away from any perceived danger. as follows: By making a Drive check (DC 15). (This does not stack with the –2 penalty to ranged attack rolls for moving more than 10 feet. A horse-drawn vehicle speeds up or slows down by one speed category per round.
Combat
If a mount falls.
I f A M o u n t F a l ls in Battle
The vehicles used in the West are all relatively simple horse-drawn carriages and stagecoaches. the rider makes the attack roll when his mount has completed half its movement. Likewise. If the check fails. he has a 50% chance to stay in the saddle. A character can make a full attack with a ranged weapon while a mount is moving. A trapped character must make a Strength check (DC 20) to pull himself out from beneath the horse. he can take move actions normally. slow down or turn 45 degrees as a free action. with a gun) or hits the horse. then the manoeuvre fails and the driver must immediately make a second Drive check (again. then another check may be made each round as an Attack action. The horse must make a Will save (DC equals the result of the Intimidation check). the driver can make a 60-degree turn or accelerate or slow by up to two categories on one round. The character gains a +4 circumstance bonus to his Intimidation check if he can make a loud noise (say. the rider has to succeed on a Ride check (DC 15) to make a soft fall and take no damage.) In either case.
I f T h e R i d e r Is Dropped
A character can make an Intimidation check to scare a horse. A successful Handle Animal check at DC (15 + 2 per horse) will calm the horses. he falls and takes 1d6 points of damage. The spooked horses will move at full speed away from any danger. the ex-rider takes 1d6 points of damage from the fall. A successful Acrobatics check at DC15 halves the damage if the character is deliberately jumping off the wagon. Otherwise. If the check is failed. A rider can use ranged weapons while his mount is running (quadruple speed). if this first check is failed. a mount avoids combat. There is a 25% chance that the mount falls on top of the character. However. or the occasional train or barge.
horse – the DC is equal to the result of the Intimidation check. the character can automatically avoid the risk of being trapped).

saving throw or any other roll. The luck points must be spent immediately after the damage for the attack is rolled. or saving throw. Luck is measured in luck points. but only once per round. keep conserving his luck until the fight is over.
Reduce a wound type
Some feats or talents require the expenditure of a luck point to activate. attack roll. This can only be done once per round. An excess Luck points are lost. The cost for a talent or feat is listed in its description. A Mortal wound can be reduced to merely Serious. or even divine intervention. The maximum can only increase if the character takes the Lucky feat. attack roll.
Beginners’ Luck
A character can spend luck at any time. and then spend his remaining luck to reduce the wound type to prevent himself bleeding to death. A character could get shot during a fight. or increases in level. Most people just call it luck. ability check. a character can cancel all Impairment penalties to rolls that are currently affecting him. or Deep to a Scratch.
Activate a feat or talent
A player can spend a luck point to reroll a skill check.Luck
A
more poetic individual might describe it as Manifest Destiny. infection and so on. This allows a character who has been severely shot to act normally for one round.
Reroll a dice roll
Five luck points can make an attack miss altogether. The Lucky feat can increase this initial total still further. This is the maximum luck that a character can possess at any one time. The faithful might call it Providence. Note that a player can reduce the wound type after the wound has been inflicted. impairment. Luck can be spent to achieve the following effects: • • • • • • • • Activate a feat or talent Gain a bonus to a dice roll Reroll a dice roll Reduce a wound type Halve damage from an attack Make an attack miss Establish or change an item or event Counter another's use of luck
Usi n g L u c k
A player can spend a luck point to gain a +4 luck bonus to a skill check.
A character starts with 6+1d4 luck points. Chinese railroad workers might call it joss or even karma.
Ignore Impairment
A character can spend two luck points to reduce a wound by one category.
Make an attack miss
147
Steve Hunting (order #3510822)
2
. and the player must accept the result of the second roll even if it is less than the first. Only one luck point can be spent per roll. no one has learned it. Serious to Deep. The character still takes the normal hit point damage. If the Indians have a word for it.
Gain a bonus to a dice roll
By spending a luck point. but does not risk bleeding. ability check.

The most flexible use of luck points is for ‘dramatic editing’ – changing aspects of the world or having convenient coincidences happen. The Games Master is free to overrule a player’s use of luck in this fashion, but should normally give the player a bonus luck point as compensation for overruling him. Uses of luck include:

E s t a b l i s h o r c h ange a n i t e m o r e v ent

window just as a character is thrown out is not entirely unexpected. The less immediate the effect, the cheaper it is.

Two Points
• Lesser Item: The character finds a slightly rarer useful item – a weapon, ammunition, the tool he needs – in a place where it could conceivable be. Lesser Background: A slightly less common item or person is established – the town sheriff is nearby, a non player character from a previous game happens to be in town, there is a stagecoach due in the next hour. Lesser Event: A change in weather, a useful coincidence such as a lamp blowing over or a door being left unlocked. A spooked horse breaks free at just the right time.

•

One Point
• Minor Item: The character happens to have a common useful item in his pocket (can opener, nail, piece of string, pocket knife). Minor Background: A common item or person is established (a wagon full of hay, there is a barrel of water in the corner, an old drunk is wandering the streets). Minor Event: A common event occurs (the wagon passes under a window, the drunk begins shouting abuse or begging change off another person).

Luck

•

•

Three Points
• A one point change happens immediately, without the need to establish anything. Instead of the wagon being seen rolling down the road earlier, then moving underneath the window, there just happens to be a wagon there at the right time. Major Item: The character finds exactly the item he is looking for, or finds a useful item in an unlikely place. Examples might include a character lost in the desert finding an abandoned rifle, or happening to find a dropped key to a door. • Major Background: Establish that a major character is in town, establish that there is an unlikely building or facility nearby (fort, railroad outpost), incredibly fast horse in the livery stables and so on. • Major Event: A bomb fuse begins to splutter and will give out in a few rounds, a dam begins to break, the cavalry’s bugle is heard on the wind.

•

Note that the common events build on things that have already been established. The players have already ‘seen’ the wagon in the game, so it turning up underneath the

•

148
Steve Hunting (order #3510822)

2

Four-point and five-point uses include two- or threepoint uses happening immediately, or even more unlikely things being established. The Games Master has the final decision on how much luck a particular change costs. The players should not use this form of luck to solve problems directly – it should be used to set up more dramatic scenes and make the game more interesting. The emphasis should be on the dramatic.

rolls 1d20, adds his current luck, and tries to beat a Difficulty Class. The DC for a Luck check varies depending on the whim of the Games Master. An easy luck check is DC 10 – even without Luck, most people have a 50% chance of passing such a DC. DC 15 Luck checks will only be passed by the genuinely lucky, while anything above DC 20 will only be possibly for fortunate player characters.

Finally, a player can spend luck to counter another player’s or the Games Master’s use of luck. This costs the same amount of luck again, plus one. Only one person can counter another use of luck – if two people wish to attempt to counter another’s use of luck at the same time, they must make an opposed Luck check. The highest roll may make the counter attempt. The person whose Luck is being countered may spend luck equal to that spent by the countering character, plus one. This is an exception to the normal rule about spending luck only once per round. Both characters may continue to spend luck to counter each other, spending one extra point each time, until one gives up and the original use of luck is either countered or is effective.

Counter another’s use of luck

A character that has spent luck does not regain it automatically (however, in an episodic game, the Games Master may choose to declare that all characters regain luck between stories). A character must act to regain luck, as follows.

Gaining Luck

The simplest method is for the Games Master to hand out luck points in a similar manner to how he distributes experience points. One or two luck points can be given for an especially funny line, good roleplaying, cool scene or other event that impresses the Games Master. The higher the luck point flow, the more ‘cinematic’ the game will be.

As part of character generation, a player can choose a quirk for their character. Indulging this quirk as part of the game allows the player to regain luck. Same quirks include: • • • • • • Chewing tobacco Playing the harmonica Drinking Praying Superstitions like a lucky rabbit's foot Long ranting speeches about the evils of the Union and how the wrong side won the war

Quirks

Major non player characters may also have luck scores. In general, a non player character should have Luck equal to their character level, minus a certain amount depending on how important they are to the plot. Minor characters need not have any luck, but a major antagonist should have his full complement of luck.

Non player ch a r a c t e r s a n d L u c k

If the Games Master wishes to randomly decide if fortune favours a character, he can call for a luck check. A luck check works just like any other sort of check – the player

Luck Checks

If the character's quirk comes up in a game session, he may regain one previously spent luck point. A quirk can be used a maximum of twice per game session. (For quirks that would get tiresome if mentioned too often, such as the long ranting speech, then the Games Master should only allow the quirk to be used once per session, but have it restore two luck points instead of one).

149
Steve Hunting (order #3510822)

2

Bonus luck points should be given if the use of the quirk ties into the story that is unfolding.

When a character gains a level, he gains one luck point.

G a i n i n g a L e v el G a m b l i n g L u ck

doubt, but that will be affected by player character’s actions. The player writes down the situation, the outcome he is betting on, and the amount of Luck he is gambling. The Luck in question comes from the character’s permanent Luck total, not his current Luck. Any Luck gambled by players is added to a pot tied to that situation. Furthermore, any Luck points spent by non player characters are divided among the pots; the division is proportional to the size of the pot. When the situation is finally resolved, then any players whose bets match the outcome share in the pot of Luck. Anyone who made the wrong bet lose whatever Luck they had allocated. A character may bet multiple times, but only takes the winnings from the last pot he bet on. Remember that betting can only happen before hazardous and dramatic scenes; scenes where a character would need Luck to survive unscathed.

Luck

A player can also choose to gamble the character’s luck. This can be done once per storyline – as a rule of thumb, once per three game sessions, although groups with especially short or long sessions may allow gambling luck more often. Luck can only be gambled at times when the characters are not in combat or engaged in any important or hazardous tasks. Sitting in a saloon or riding out in the wilderness are perfect times to gamble luck. To gamble luck, the player chooses some as yet unresolved situation. The situation must be one whose outcome is in

Four gunmen – Buck, Jed, Caleb and William – have been hired to defend an isolated ranch from rustlers and bandits. Jed ends up falling in love with the rancher’s eldest daughter. The characters shoot one of the rustlers, then discover that the bandit gang is coming that night to burn down the farmhouse. While sitting and waiting for the bandits to attack, the four players secretly pass their bets to the Games Master. Both Buck’s player and Caleb’s player bet three points of Luck that they will successfully defend the farmhouse. Jed’s player riskily bets all his Luck (never a good thing) that his character will end up with the girl. Cruelly, William’s player secretly bets that Jed will not get the girl. So, the final bets are: • • • • • • Buck: The ranch will survive – 3 Caleb: The ranch will survive – 3 Ranch Pot: 6 Jed: I will marry Mary-Sue – 8 William: Jed will not end up with Mary-Sue – 2 Mary-Sue Pot: 10

A n E x a m ple of Gambling Luck

During the raid, the Games Master’s bandits spend another six luck points. These six points are divided amongst both pots – two points to the ranch pot, and four to the Mary-Sue pot. Sadly, Mary-Sue dies when she is taken hostage, and William fails to shoot her captor before he pulls the trigger. Still, the ranch survives. The final pots, and the final Luck awards are: • • • • Ranch Pot: 8. Buck gains 4 Luck. Caleb gains 4 Luck. Mary-Sue pot: 14. William gains 14 Luck!

150
Steve Hunting (order #3510822)

2

Horses
These are special feats only available to horses and other mounts. Horses all have at least one feat, plus another one feat for every 15 Hit Points. Furthermore, a mount may have one or more bonus feats – some horses are just better than others. However, unlike normal feats, not all horse feats are beneficial; qualities like Lame or Sickly are also represented by feats. Think of horse feats as traits that distinguish one mount from another, not necessarily advantages. Horses may select from the following normal feats in addition to these special horse feats: Alertness, Blind-Fight, Dodge, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Improved Trip, Iron Will, Lightning Reflexes, Mobility, Power Attack, Run, Spring Attack, Stealthy, Toughness, Track.

Hor s e F e a t s

Benefit: If the DC for a Ride check is 15 or higher, then the rider gets a +4 insight bonus to his Ride check from the mount.

This animal has a special marking or brand.

Distinctive

Benefit: Anyone who sees the animal automatically recognises it if they have seen it before, and the rider has a +1 bonus to his Reputation while riding the animal.

This mount is noticeable more gentle and easy-going than most animals, making it a good mount for ladies and tenderfoots. Benefit: This horse gives a +4 insight bonus to Ride checks, but only on checks with a DC of 10 or less.

Easy Ride

The animal has the habit of biting people.

Biter (Negative)

The horse runs like the wind.

Fast

Benefit: The animal has a Bite attack at its base attack bonus + Strength modifier +2 (add +2 to its Bite attack bonus if the horse already has a Bite attack). The bite deals 1d4 + Strength modifier in damage, and can be used as part of the animal’s normal attack. If anyone moves in front of the mount without making a successful Handle Animal check (DC 10), then the mount makes a bite attack on them if possible.

Benefit: Increase the mount’s base speed by five feet.

The mount often chooses its own path.

Headstrong (Negative)

This horse is capable of surprising bursts of speed. Benefit: When the horse charges, the distance covered is increased by twenty feet. For example, a horse that would normally charge 120 feet can charge for 140 feet with this feat.

Charger

Benefit: If the rider fails any Ride check, then in the next round, the animal moves as it wishes. The rider may regain control by making a Ride check (DC 10).

The mount is noticeably slow to react.

Heavy-Footed (Negative)

This mount is swift and agile, eminently suitable for herding work.

Cutting Out

Benefit: The animal suffers a –2 penalty to all Reflex saves.

151
Steve Hunting (order #3510822)

2

then the mount makes a kick attack on them if possible.
Sickly (Negative)
This horse tends to rear up when startled.
Benefit: Whenever the rider rolls a 1 on a Ride check.
This animal is not used to saddles and reins. and is unnerved by the approach of strangers on foot.
High Jumper
Normal: An uncontrolled animal will either stay where it was left. Benefit: This mount has a +4 morale bonus to its Will save to avoid being deliberately spooked. the animal’s owner may spend a Luck point to have the horse go to a particular place. Benefit: If separated from his horse. and will react (neigh.The mount is capable of impressive jumps. Benefit: If anyone other than the mount’s owner attempts to use the Ride or Handle Animal skill on this mount.
Stable
This mount is especially loyal to its current owner. shuffle nervously) when it notices other creatures approaching. they suffer a –4 penalty to their Ride or Handle Animal checks.
Wild
Benefit: Increase the animal’s Will save and the DC of any Handle Animal or Ride checks by 4.
S k i t t i s h ( N e g a tive)
Benefit: The animal suffers a –2 penalty to all Will saves. The rider must immediately make a Ride or Strength check (rider’s choice).
Loyal
This mount is used to loud noises and shocks. Benefit: The penalty for shooting from a moving animal is reduced by two. opposed by the horse’s Grapple check.
K i c k e r ( N e g a t ive)
This horse is especially slow and soon falls behind.
152
Steve Hunting (order #3510822)
2
. The bite deals 1d6 + Strength modifier in damage. and can be used as part of the animal’s normal attack. and is unlikely to bolt or panic.
Steady
Luck
This mount is liable to kick people who move behind it. such as a ranch or hiding place known to the horse.
N e r v o u s ( N e g a tive)
Benefit: The horse suffers a –2 penalty to all Fortitude saves.
This mount is fearful and nervous.
Benefit: The mount has a +2 bonus to Jump checks. wander off in search of good grass and water or flee strangers and predators depending on the situation. then the rider is thrown and suffers 1d6 damage from the fall. The rider does not need to make a Ride check to control the mount when it enters combat. touch 11. Benefit: The animal takes 10 on all Listen and Spot checks. Benefit: The animal has a Kick attack at its base attack bonus + Strength modifier +1 (add +2 to the horse’s Kick attack bonus if it already has a Kick attack).
This animal is mean and stubborn. +2 natural).
This horse has a notable even and steady gait. attempt to flee.
O r n e r y ( N e g a t ive)
The animal mistrusts many people.
This animal is smarter than the average.
Smart
Animal Statistics
Donkey
Medium Animal
Hit Points: 11 Initiative: +1 Speed: 30 ft. (6 squares) Defence: 13 (+1 Dex.
Unbroken (Negative)
Benefit: Increase the DC of any Ride checks by +8. and the distance covered is not limited by the mount’s size or base movement. If anyone moves behind of the mount without making a successful Handle Animal check (DC 10).
Slow (Negative)
This horse is ill. Benefit: Reduce the animal’s base speed by five. the horse bucks. If the horse wins.

a few abilities are common: Low-light vision: A creature with low-light vision can see twice as far as a human in starlight./0 ft. the exact location of the source is not revealed .only its presence somewhere within range. To resist. The ability otherwise follows the rules for the Track feat. Defence: 18 (+4 size. touch 18. the number of creatures and the age of the trail. Spot +4 Feats: Weapon Finesse Poison: A scorpion has a poisonous sting that deals initial and secondary damage of 1d4 Con. Poison: Poison attacks deal initial damage. Ref +0. climb 20 ft. swarm traits. Darkvision: Scorpions can see in the dark out to 60 feet. Creatures tracking by scent ignore the effects of surface conditions and poor visibility. The creature can take a move action to note the direction of the scent. A creature’s descriptive text provides the details. Tremorsense: A scorpion can sense vibrations in the ground. can be detected at triple normal range. sniff out hidden foes.. Ref +7. Int —. This DC increases or decreases depending on how strong the quarry’s odour is. tremorsense 30 ft. Hide. Will +0 Abilities: Str 3. Dex 10. opposed by the scorpion’s Spot to move within 60 feet of the creature without being detected. to the opponent on a failed Fortitude save. For each hour that the trail is cold.While most special abilities possessed by animals are described in the individual entry for each species. if downwind. Con 8. Dex 19. Wis 10. +4 Dex). and can locate hidden creatures using these tremors. The creature can detect opponents within 30 feet by sense of smell. Cha 2 Skills: Climb +0. even if there is no line of sight between the two. tremorsense 60 ft. Special Attacks: Poison Special Qualities: Darkvision 60 ft. immune to weapon damage. Will +3 Abilities: Str 1. Int —. torchlight.
A nimal Abilities
Wildlife
Scorpion Swarm
Diminutive Vermin (Swarm)
Hit Points: 31 hp Initiative: +4 Speed: 20 ft. Special Attacks: Distraction. such as ability damage (see page 305) or some other effect. Overpowering scents. the DC increases by 2. The typical DC for a fresh trail is 10 (no matter what kind of surface holds the scent). moonlight. and track by sense of smell. Saves: Fort +4. such as smoke or rotting garbage. When a creature detects a scent. the range increases to 60 feet. another saving throw is required 1 minute later (regardless of the result of the first save) to avoid secondary damage. such as skunk musk. it drops to 15 feet. A creature with the Track feat and the scent ability can follow tracks by smell.. making a Wisdom (or Survival) check to find or follow a track. the creature pinpoints the source’s location. can be detected at twice the ranges noted above. If the opponent is upwind. Unless otherwise noted. Skills: A scorpion has a +4 racial bonus on Climb. Con 14. A creature with a poison attack is immune to its own poison and the poison of others of its kind. A successful save avoids (negates) the damage. Scent: This special quality allows a creature to detect approaching enemies. Hide +12. It retains the ability to distinguish colour and detail under these conditions. the victim must make a Fortitude save (DC equals 8 + the margin of success of the scorpion’s attack). Spot +4 Feats: Weapon Finesse
158
Steve Hunting (order #3510822)
2
. and Spot checks. A character must use Move Silently. Wis 10. Cha 2 Skills: Climb +12. Creatures with the scent ability can identify familiar odours just as humans do familiar sights.. Whenever the creature comes within 5 feet of the source. Strong scents. poison Special Qualities: Darkvision 60 ft. Saves: Fort +5. flat-footed 14 Base Attack/Grapple: +6/— Attack: Swarm (2d6 plus poison) Full Attack: Swarm (2d6 plus poison) Space/Reach: 10 ft. and similar conditions of shadowy illumination.

The save DC is Constitution-based./0 ft. A rat swarm can always choose to take 10 on all Climb checks. Hide +14. and a +8 racial bonus on Balance. Swarms never make attacks of opportunity. and a single Defence score. and Swim checks. A lit lantern can be used as a thrown weapon. Listen +6. flat-footed 12 Base Attack/Grapple: +3/— Attack: Swarm (1d6 plus disease) Full Attack: Swarm (1d6 plus disease) Space/Reach: 10 ft. they have a few special vulnerabilities. which provokes an attack of opportunity. Will +2 Abilities: Str 2.Fortitude DC 12. Defence: 14 (+2 Dex. However. A swarm deals 1d6 points of damage to any creature whose space it occupies at the end of its move. Disease: Rats carry all sorts of diseases .
Small Furry Animal
Tiny Animal
Hit Dice: 3 hp Initiative: +2 Speed: 30 ft. Con 10.
V u l n e r a b i lities of Swarms
Distraction: Any living creature that begins its turn with a scorpion swarm in its space must succeed on a Fortitude save (DC 13) or be nauseated for 1 round. damage 1d3 Dex and 1d3 Con. Defence: 14 (+2 size. (3 squares). a swarm is shapeable. Skills: A rat swarm has a +4 racial bonus on Hide and Move Silently checks. a single speed. Weapon Finesse A rat swarm seeks to surround and attack any warmblooded prey it encounters. The save DC is Constitution-based. A rat swarm has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. even if rushed or threatened. touch 14. distraction Special Qualities: Half damage from slashing and piercing. even if distracted or endangered. low-light vision. Unlike other creatures with a 10-foot space. but remains a creature with a 10-foot space.
Swarm
Swarms are extremely difficult to fight with physical attacks. Cha 2 Skills: Balance +10. Ref +6. Special Attacks: Disease. For game purposes. touch 14. +2 size). Diminutive or Tiny creatures that would not be particularly dangerous individually or in small groups. A rat swarm uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. climb 15 ft. It can use the run action while swimming. It can always choose to take 10 on a Swim check. flat-footed 14 Base Attack/Grapple: +0/-12 Attack: Bite +4 melee (1) Full Attack: Bite +4 melee (1) Space/Reach: 2 1/2 ft. Fortitude DC 13.Swarms are dense masses of Fine. scent. since it crawls all over its prey. It can occupy the same space as a creature of any size.
159
Steve Hunting (order #3510822)
2
. Dex 15. Poison: Injury. but can be terrible foes when gathered in sufficient numbers. The save DC is Constitution-based. a swarm is defined as a single creature with a space of 10 feet . Swim +10 Feats: Alertness. It can occupy any four contiguous squares. Climb +10. Climb.gigantic hordes are actually composed of dozens of swarms in close proximity. provided it swims in a straight line.
Rat Swarm
Tiny Animal (Swarm)
Hit Points: 13 hp Initiative: +2 Speed: 15 ft. In order to attack. swarm traits Saves: Fort +4. Int 2. dealing 1d4 points of fire damage to all creatures in squares adjacent to where it breaks. It makes saving throws as a single creature. +2 Dex). Wis 12. a single swarm moves into opponents’ spaces. initial and secondary damage 1d4 Con. as follows: • • A lit torch swung as an improvised weapon deals 1d3 points of fire damage per hit. incubation period 1d3 days./0 ft. a single initiative modifier. A swarm has a single pool of hit points. Spot +7. The save DC is Constitution-based. Distraction: Any living creature that begins its turn with a swarm in its square must succeed on a Fortitude save (DC 12) or be nauseated for 1 round. but they can provoke attacks of opportunity. and it can squeeze through any space large enough to contain one of its component creatures.

Railroad Towns were equally wild places. These towns were built to service the needs of the miners. built alongside the growing railroads to support the needs of the workers. Settlements are small communities established by a handful of settlers. then the towns were bustling. the cattle drives also brought cowboys and drovers. the ultimate fate of a community was to either become an Established Town. so they were full of drinking establishments and other entertainments. Finally. or an abandoned Ghost Town. big and rich and civilised. Trail Towns were settlements near a railroad. Such places generally had a main street of sorts. Mining Towns sprang up near the mines.
Settlement
Common Business Blacksmith General Store Saloon Schoolhouse Uncommon Business Stage Station Trading Post
Mining Town
Common Business Bank Gambling Den General Store Hardware Restaurant Saloon Uncommon Business Armourer
As a rule of thumb. Of course. but it could extend indefinitely along a rail line. Special buildings. other buildings will be located in side streets. looking for a new life in the West. the towns were soon abandoned. raucous places. Similar towns grew up around other industries. Settlements and towns that grew up from settlements are built around a grid pattern. but when the claims were worked out. or just degenerate into a mess of lean-tos and randomly placed buildings. up to four-fifths or
Town Layout
161
Steve Hunting (order #3510822)
2
. Assume that there are roughly twenty buildings per block. Western towns varied depending on their location and origin. Some of these towns would slowly grow into larger cities. twist back on itself. Few trail towns lasted more than a few years. so the beeves could be shipped north to the slaughterhouses and the markets. such as a cemetery. while the rest will be some sort of commercial enterprise.
he town is one of the greatest symbols of civilisation in the West. with buildings and tents being thrown up wherever they would fit. centring on one main street. at whatever half-suitable locations they could find. a town has one building for every four or five people living there. The earliest buildings in the town will line along this main street. as the railroad moved onto a more convenient settlement or the town leaders ordered that the cowboys move on. Mining towns appeared. flourished and vanished at breathtaking speed – when the claims were producing gold. This can be used as templates to design a town. The tables below list common and uncommon buildings for each sort of town. and therefore must be defended by the guns of the player characters. Mining towns and other scratch-built boomtowns were far less regular. but do fall into a few simple categories. Many of these will be private homes (half in a smaller community. hurrahing as they rode into town in search of drink and women. as well as tool shops and assayers. as the town grows. Cattle drives were brought to such towns. such as trapping or buffalo hunting.T
The Western Town
more in larger towns). so the Games Master can just divide the population of the town by five to give the number of buildings. were always built on the outskirts of town. others would turn into mining or trail towns if a boom hit.

to have his hair cut and his moustache waxed and shaped to the height of fashion. 30 hit points) or a large bank vault (DC 40. the bordello might become less obvious. Most saloons and many other businesses had false fronts. where customers would hang the red warning lanterns from the trains on the door. The prostitutes. rifles and other firearms. the bordello was a fixture in the wilder Western towns. to show that the place was occupied. although there were numerous attempts to start factories and foundries. so a gunman only needed to visit an armourer when looking for a Martial or Exotic firearm.
Barber
An armourer sells pistols. to make them appear much more impressive and sophisticated. 60 hit points). As a town became more civilised. Gold dust or silver were preferred in the early days of the West. for example). such as good quality locks (DC 25 to Disable). although banks in more dangerous places have grills and windows that give three-quarters cover. heavy doors (Break DC 25) and barred windows. boom-and-bust nature of the Western economy meant that few financial institutions had any significant cash reserves. but only the common businesses might still be operating. In some towns.
Armourer
Blacksmiths tended to be located on the edge of town. Most tools and metal goods were made back east – the West could not compete with established industries.e.. and once such a woman was married. A bank has either a safe (DC 30.
False-Front Buildings
Marked by their signature striped red-and-white poles. the barber was usually the first stop for a cowboy just off the trail. A bank has good quality locks (DC 25). The clerks are generally
Bank
Call it a whorehouse.
Bordello
The graveyard in Dodge City was on Boot Hill. because of the risk of fire. Most blacksmiths were therefore employed in repairing items and shoeing horses. her past was politely ignored. but these were of uncertain value. The saloon was normally the last to go. Western banks also issued their own currency and bonds. ‘soiled doves’ or ‘fallen angels’. heavy doors (Break DC 25) and barred windows. threatens a critical on a 17-20. cathouse or brothel.
Blacksmith
Local banks were common in new towns. this gave historical Western towns the appearance of a movie set… behind a counter that gives them half cover. euphemised as ‘fancy women’. or just move to the edge of town (the ‘Devil’s Addition’ in Abilene.
These are fake structures that make a one-story board or log building look like an elaborate two-storey edifice. The term ‘red light district’ originated in rail-town whorehouses. because it was for those who ‘died with their boots on’ – i. the local barber also doubled up as a surgeon. Bizarrely. but is an Improvised Weapon. A barber’s razor deals 1d4 slashing damage. Funerals tended to be elaborate affairs in the
Cemetery
163
Steve Hunting (order #3510822)
2
. It took backing from an established eastern bank or financier for a Western bank to have any sort of stability. Gunstore owners were usually adept at using their goods. Firearms were commonly available in the West at trading posts and general stores. were comparatively respected in society – the scarcity of women brought out chivalry in the miners and cowboys.Restaurant Saloon Saddlemaker Schoolhouse Uncommon Business Bordello Cemetery Church Courthouse Dentist Distillery Drugstore Hotel Newspaper Post Office Sheriff ’s Office Stable Stage Station Surgery Theatre Train Station Town Hall Trading Post Undertaker Ghost towns have the same spread of businesses as they did before the bust. but the volatile. were shot dead. The term was later applied to any cemetery in a wild town. along with ammunition and other accessories. and took further precautions to dissuade theft.

with the whole town turning out to mourn a respected or famed citizen. stage station and de facto town hall.
Clothier
Distilling spirits locally made great economic sense in the West – leaving aside any jokes about a ready market for booze. dealers. from basic food supplies to clothes and ammunition. Grave markers were often less impressive – while some did pay for an impressively carved headstone. Gambling halls varied from simple tents to ornate gaming palaces. the distillery may be a sign of an explosive and burning town. Still. The men bought tickets to enter. to
Dance Hall
The general store provided everything a small community might need.
The Western Town
Churches were built by donations from the public. dance halls were wildly popular. The oddest people could be found within – as well as gamblers. was made with the drinks.
Dentist
High fashion was important. and the buildings were also used as courthouses or even chapels. post office. The real money. Church pastors were expected to give entertaining sermons from the pulpit. but the agonies of toothache drove people to any lengths to relieve the pain. The courthouse was a surprisingly violent place – not only were there criminals and lawmen shooting the place up. The men were expected to buy the women expensive cocktails and champagnes (up to five dollars a glass). Faro was the miner’s game. though.
Dry Goods
A corral is a pen for horses or other animals on the edge of town. as the town that possessed the county courthouse was significantly more politically influential and prosperous. Gambling dens were popular. The owner kept a careful eye on his girls. blankets and other nonperishable goods.
Gambling Den
The dance hall was a curious western institution. Men dressed up in suits. The dancing girls got a commission on each drink purchased. preachers and professors used to lecture in gambling halls. which were actually non-alcoholic drinks like weak tea. Every round after that. barrels of whiskey or other liquids were far more portable than big sacks of grain. it was not unheard of for a dentist to double up as a surgeon. but rival communities might raid a courthouse. many were buried beneath a simple wooden marker or cross. Many had secret passages. concealed mirrors or spy-holes so that cheats and thieves could be spotted easily.
Courthouse
The dry goods store sold clothing. though.
Church
Dentistry was a rough-and-ready affair in the 19th century.
ensure that he did not lose any of the popular ones to marriage. the 19th century was a time of enthusiastic medical experimentation. For any missed shot in a distillery. and the theft of church funds was common. raucous places. They also served as a meeting place. roll 1d20. others were dedicated solely to gaming. Like a barber. then the bullet has hit something flammable and caused a fire.
Corral
Some gambling halls were part of saloons. and simple courts were convened in log buildings or even prayer halls or saloons.West. On a 20.
Drugstore
Any county with more than a hundred and fifty people was supposed to have a courthouse. Pliers and laudanum were the common tools of the trade. The denomination of the church varied depending on the local population – in some towns. the centre of many communities. there is a cumulative 5% chance of an explosion. page XX). A distillery was a sign of a growing and confidant town. As the town
General Store
164
Steve Hunting (order #3510822)
2
. poker was preferred in cow country (see Gambling. pretty waitresses and thieves. or even Paris and London. Women preferred the latest fashions from the east. or sometimes more ornate version of the usual cowpoke outfit. (With player characters around.)
Distillery
Selling both genuine medicines and a selection of cure-alls and snake oils. several faiths shared the same building. the women were in the employ of the owner.

so would also be responsible for
Newspaper
The post was carried by pony express in the early days. Other hotels were far more upmarket. beef. the general store’s role might be usurped by multiple specialised shops. to cater for eastern tourists or investors. with wild onions on the side to protect against scurvy. the general store was the most important building in town. a bath and little more at a high price. then stagecoach. beans and bacon.
Telegrams and Communications costs
While many towns had a hotel.sourdough biscuits. Cow-towns had a hotel to provide accommodation for the drovers who brought the herds of animals in. With the coming of the railway came the telegraph wires. Food was generally composed of whatever could be shot nearby. It was often used to produce wanted posters.
Selling tools. In most towns.
Restaurant
165
Steve Hunting (order #3510822)
2
. but this gave many eateries a surprisingly wide menu. during the earlier part of the century.
Hotel
Many towns would print their own newspaper. though. Others relied on the classic ‘four Bs’ . One controversial development in the West was the cheap production of barbed wire. then by rail. whatever printed material was available to the town. from loin of buffalo to antelope steak in mushroom sauce. linking the town to the rest of the country. Letters cost two or three cents when the mail service was established.
Post Office
A meal cost two bits (25c) on average.
Hardware
A telegram cost 50 cents a word. messages home could cost anything up to five dollars. The newspaper office usually held the only printing press in the town. detailing all local events as well as whatever world events the editor had been able to discover (although they were often wildly inaccurate). nails.grew. such places provided a bed. Coffee was the only commonly available drink. the quality and purpose of the hotel varied greatly. building material and so on. which signalled the end of the open range.

depending on the nature of the complaint.
The building of a jail and the hiring of a sheriff or city marshal was another step on a town’s growth towards maturity. a standardised curriculum and better teachers greatly improved the schools. Break DC 28) and locked (Disable Device. To keep playing a piano during a bar fight. which caused innumerable brawls because of disagreements over what actually happened at the battle. Swinging from the chandelier requires a Jump check (DC 15) to get up there. surgical tools. medicines. and a break DC of 30. 15 hit points. 20 hit points. Early schoolhouses were just one-room cabins. A visit to a doctor would cost five dollars or more. as the towns grew. one per four customers. while the individual cells also have their own locks on the doors. containing an examining table or chair (complete with straps to tie down patients awaiting amputation). or from a chandelier. Eastern theatre companies and singers toured the lucrative Western circuit. although a successful Reflex save (DC 15) allows a character to dodge out of the way in time to avoid any damage. or stuffed animal heads. and (presumably) a doctor. others held criminals awaiting trial. DC 25).
Stable
A stagecoach station had a ticket office. Most saloons were decorated with paintings and murals (often semi-tasteful classical nudes). • • A spittoon acts like a knuckleduster. Some were used as drying-out tanks. A thrown bottle deals 1d3 damage. Saloons were incredibly common – Deadwood had more saloons than it had other types of business. The jail contained several barred cells. In the 1880s. although many Western audiences were considerably rowdier than they expected. Later. A falling chandelier inflicts 2d6 damage. called the altar.
Sheriff’s Office/Jail
The livery stable provides horses for sale or hire. The jail walls are foot-thick cinderblock walls (hardness 8. and gives the character a +4 bonus to his next Jump check. increasing the damage from a punch by +1.
Saddlemaker Schoolhouse
A schoolhouse appears only in towns with enough children to warrant the employment of a schoolmaster or schoolmarm. 19 beer halls. 31 restaurants. but impressive mirrors and long walnut counters were brought in by train and steamer as soon as possible. unless he has the Cool Under Pressure talent. for patrons to rest their boot-heels on. spittoons were used as impromptu gauntlets). 10 dry goods stores.The Western Town
The saloon is the most instantly recognisable part of the western town. The sheriff and his deputies have copies of the keys to the cells.
Saloon
The saddle was one of the cowboy’s most prized possessions. Towels and spittoons were lined up along the bar. The bars have hardness 10. with a second-rate teacher (an educated man could make more money as a clerk). Budweiser distributed thousands of copies of a heroic rendition of Custer’s Last Stand.
Stage Station
• •
A doctor’s surgery. the player must make a Perform check (DC 10 at least). (In a brawl. In boomtowns. A brass rail ran along the bar at foot-height. and a team of fresh horses waiting for the next couch. towels and hot water. although some religious groups such as the Methodists ran academies. and the saddlemaker was a respected craftsman. combined. Early saloons were little more than beer tents. The office was normally quite fortified. The historical saloon was largely identical to its cinematic counterpart. stood behind the bar. and 118 gambling houses and private clubs selling liquor’. from the swing doors to the upright ‘pianner’ in the corner (although it is unlikely that every town included an elderly piano player whose sole task was to stop playing suddenly whenever a stranger moseyed into the saloon). Arizona had ‘4 banks. The bar was always located on the left-hand side of the saloon.
Surgery
Theatres or opera houses were built in larger towns. 90 hit points. A large mirror. Lectures on
Theatre
166
Steve Hunting (order #3510822)
2
. Higher education was limited. The doors are hardened (hardness 5. and cannot take 10 on the check. most of these places were open 24-hours a day. while Leadville. as well as providing stabling and grooming for a small fee. 4 churches. break DC 35). a room for overnight passengers to rest. to protect against drunks with guns. 120 saloons. Light was provided by hanging oil or kerosene lamps. immortalised in a thousand movies. A horse could be hired for a dollar a day.

the wood has hardness 5 and 10 hit points. Larger stations had ticket offices and signal huts. A ticket cost 50 cents.the discovery that buffalo hide made excellent belting for industrial machinery revitalised the fur trade. It might also have a bunker containing fuel (coal or wood) for the train. Generally somewhere to head when you urgently want to shoot the mayor. In case any character tries hiding in a coffin. the train could collect the mail as it sped past without stopping. Some trading posts became the seeds from which larger towns grew.
Town Hall
A growth industry in many Western towns.
Train Station
The network of trading posts was established by the fur companies in the early days of the West. a Western train station was a raised platform on the side of the track.
Undertaker
167
Steve Hunting (order #3510822)
2
.various topics were also given in theatres. the posts began trading with Indian hunters or buffalo hunters . The presence of the railroad is another sign that a town is making it big. Trappers would bring their furs to the post and exchange them for goods and money.
Trading Post
Another major sign of an established town. or a metal hook on which a mailbag was hung.
At its simplest. Using a special hook. next to a water tower. Later.

The Apaches were a problem for successive Spanish. The Apaches were loosely organised into small bands – only a great chief possessed of extraordinary force of personality could unite the nation. A few common bonds of culture and religion connected the tribes. In 1871. The 19th century and the great push West broke the nations. an Apache village was attacked by settlers and other Indians. under Victorio. the various tribes were pushed and herded onto reservations.
Apache
This is only a fraction of the various tribes and nations that exist. This territory is for Indians alone. on the other hand. Wars between nations were common.
B
The nomadic Apaches lived in the mountains. 1830: The Indian Removal Act moves all Indians west of the Mississippi.Native Americans
Native Americans
efore the arrival of Europeans. Throughout most of this book. scalping and counting coup. Among the nomadic northern tribes. the term ‘native’ is mostly used.
The Tribes
‘Indian’ was.
172
Steve Hunting (order #3510822)
2
. However. Cochise accepted a treaty with the United States and the Apaches were moved to reservations. erroneously used by Columbus and the other early explorers as a term for the native peoples of the American continent – the explorers were looking for a route to the Far East. fought a war with invading white settlers for almost a decade. and from 1881-1886 under the great Geronimo. it is much too much a part of the genre to be ignored. Cochise. Hopelessly outnumbered by technologically superior settlers and soldiers. the North American continent and the land that was to be the West was the home of dozens of native tribes and nations. of course. a shared respect for nature and the land. is intended to briefly describe the native tribes as they see themselves and the West. but these are the ones that are likely to play a part in a Western game. preying on the neighbouring Pueblo bands as well as on other Apache and Navahos. although mass bloodshed was rare compared to slave taking. In the south. but instead they found the West. A series of Acts of Congress and other laws alternately granted and took land from the Indian tribes. the ‘surplus’ of more than half the reservation land is allocated to homesteaders. They were skilled raiders. no white settlements would be permitted. the tribes practised agriculture and dwelt in more permanent structures. Kit Carson. I n d ian
1787: The Northwest Ordinance promises that ‘the utmost good faith shall always be observed towards the Indians’. One chief. and over a hundred Apaches were killed. Following a series of battles and negotiations. these bands lived in villages of tipis or huts and followed the buffalo during the summer months. called bands. 1834: The Trade and Intercourse Act creates an Indian Territory between the Red and Missouri rivers.
N a t i v e v s . Hence. 1887: The reservations are divided into parcels of land and divided among the natives. This chapter. and only licensed traders would be allowed do business with the Indians. not to mention whatever settlers claimed the land. as savages (noble or fearsome) or enemies. His chief opponents were General George Cook and the famous scout. 1871: ‘No Indian nation or tribe is considered an independent power with whom the United States may contract by treaty’. this did not spell the end of the Apache Wars – resistance movements fought against invaders from 1877-1880. from ‘cowboys and Indians’ to the ‘look out! Injuns!’ of dozens of movies. The tribes were divided into groups numbering less than three hundred. Mexican and American governments. Most of the rest of this book presents Indians from the perspective of the white settlers. the term ‘Indian’ is used.

and the Southern Cheyenne of Kansas and Colorado. Chivington attacked instead – this became known as the Sand Creek massacre. The Cheyenne were known for their elaborate rituals. the Comanche allied with the Arapaho. lasting until Wounded Knee in 1890. They raided wagon trains during the 1850s. the chief of the Cheyenee. Black Kettle. and attempts were made to force the tribe off their hunting grounds. the Comanche lands were in the Southern Plains. when these raids
Comanche
173
Steve Hunting (order #3510822)
2
. Like the other Plains Indians. The natives were used to fighting during the summer and living peacefully off stockpiled supplies during the winter. They were organised into the Council of Forty-Four. brought six hundred of his people to Sand Creek near Fort Lyon to surrender. so the whites’ willingness to attack in the cold months proved surprising. was the virtual extinction of the buffalo. Comanche and Comanche. During the middle part of the 19th century. the well-educated half-breed Quanah Parker. made up of the chiefs of the various bands who made decisions about alliances and treaties. both religious and social. The Civil War drew off many of the troops facing the Comanche (indeed. This practise continued after the war. the Cheyenne were divided into the Northern Cheyenne. who lived at the headwaters of the Platte River. Their warriors were also part of military societies. More damaging. the Texas Rangers and the army launched campaigns against the Comanche.
Cheyenne
continued after the Comanche were placed in a reservation.
Known as raiders and horsethieves. Colonel John Chivington launched a brutal attack on the Cheyenne. They had no tribal councils or any authorities other than peace and war chiefs for each band. gold was discovered in the territory of the Southern Cheyenne. In 1858. The few survivors spread word of the massacre to the other tribes. In 1864. the Confederates even supplied the Comanche with guns in the hopes of winning their loyalty). The Northerners were allied with the mighty Sioux. Kit Carson’s troops continued the attacks. and their warriors were among those who defeated Custer at Little Big Horn. the Southern Cheyenne were alternately enemies and allies of the Arapaho. though. and found that attacking during the winter was far more effective. such as the Bowstring Wolves and Dog Soldiers. sparking off a long series of intermittent wars across the Plains. Under their leader. primarily Texas and New Mexico.The Cheyenne were one of the group known as the Plains Indians. The Northern Cheyenne under Dull Knife allied with the Sioux. horse-riding buffalo hunters and nomads. Food supplies began to dwindle. it was a vital part of the Comanche’s lifestyle.

During the early part of the 19th century.
F i v e C i v i l i s e d T ribes
Allies of the Comanche. Cherokee: The Cherokee were staunch allies of the Americans. However. Choctaw: This tribe also adopted many white customs and fought in the American armies. He could not retreat from this spot unless another Principal Dog removed the spear. the Creek Wars. as their traditional grounds were along the east coast. Many thousands of Navaho surrendered. Then. and built strong permanent villages. Still. In 1868. becoming Christians. Like the other Civilised Tribes. This forced move.Native Americans
Cheyenne and Kiowa and began to raid settlements and attack buffalo hunters. but not a single Nez Perce fell. and violence erupted.7000 miles. and brought his band of refugees through the wilderness for months. the tribe was ordered to relocate to a reservation and leave their ancestral valley behind.
Kiowa
The shepherding Navaho were one of the largest tribes. Other elements of Kiowa culture. suggest a connection to the ancient cultures of the far South. such as their tradition of inscribing tribal records in pictograms on buffalo hide. This policy sparked the punitive First Seminole War in 1817-18. They also clashed with the white settlers over grazing and water rights. 34 soldiers were killed. a large portion of the tribe hid in the Everglades. developed their own written language and had their own tribal constitution and newspaper by 1828. Kit Carson led a campaign against them. which killed nearly a third of the Civilised Tribes. It was a proud claim of their tribe that they had never killed a white man. the discovery of gold on Cherokee land forced their removal along the terrible Trail of Tears to the Indian Territory. Many of the tribe voluntarily moved west in the 1820s. and eventually defeated the alliance at Palo Duro Canyon. one of their chiefs even saved Andrew Jackson’s life during the Creek Wars. targeting the Navajo farms and livestock. They were relocated to a reservation in the barren Pecos River valley. Allies of the Apache. The greatest of these was the Koitsenko. the Nez Perce retreated… for 1. the 1830 Indian Removal Act moved them West. The Navaho are known for their sandpainting and other fine arts. Kansas and New Mexico to quell the resistance. and Joseph managed to evade or defeat them all for months. which he fastened to the ground with a spear in battle. where many sickened and died. was known as the Trail of Tears. made up of the ten best warriors of the tribe. and the nation as a whole did not suffer as much as others did on the Trail of Tears. and launched their own rebellion. Joseph proved to be a skilled general. Many were opposed to slavery. which dictated that they provide generously for guests. they became divided into the White Stick and Red Stick factions. In the 1860s. in 1813-14. Seminole: The Seminole dwelled in the Florida Everglades. owning farms. They established a republican government for themselves. the Red Sticks supported Tecumseh’s revolt in 1809-11. Despite this. diminishing their power. the Principal Dogs. later becoming a significant statesman and religious leader. Creek: The Creek were skilled farmers. The tribes adopted white customs and beliefs. resisting even the attempts made to force them out (the Second and Third Seminole Wars). Joseph’s surrender speech is one of the most famous and most quoted statements from the entire century. Disease haunted them in the Indian Territories. many of the Seminole were forced West along the Trail of Tears. The leader of this society bore a long sash. as well as the diplomat Kicking Bird and the shaman Sky Walker. the survivors were permitted to return to a new reservation on traditional Navaho land. and intermarrying with the settlers. The Kiowa also produced some of the greatest leaders of the era. such as the warriors Sitting Bear and Big Tree. Chickasaw: The Chickasaw were famed for their ‘law of hospitality’. the Navaho fought in many of their wars. The Nez Perce war began when army soldiers fired at six Nez Perce. the Kiowa are notable for their strong tradition of warrior societies.
Nez Perce
174
Steve Hunting (order #3510822)
2
. who were approaching under a flag of truce. and provided shelter to runaways. No less than three armies were dispatched to stop the Nez Perce. in 1871. Joseph had decided to lead his people to Canada.
These tribes were among the first to contact white settlers. He was finally stopped only thirty miles short of the border by the sympathetic General Oliver Howard.
Navaho
This North-Eastern plateau tribe was untroubled for most of the century. livestock and slaves. Quanah surrendered in 1875. The Nez Perce under their young chief Joseph refused. Still. In the ensuing battle. General Sheridan drew troops from Texas.

with their bright warbonnets and painted tipis. If Tecumseh had lived. He who led the young men is dead. my chiefs. An attack on the Shawnee lands disrupted his efforts. and lived on the Colorado plateau. no food. He proved himself to be a masterful commander. The argument escalated into a military confrontation. but when the war began. 80 soldiers are killed in an ambush by a 1. Tecumseh travelled to many different tribes.
Pueblo
•
The glory days of the Shawnee during the 19th century came during its early years. Looking Glass is dead. the tribe was known for farming. It is the young men who say yes or no. some of them. as the land belonged to all. if all the tribes performed the Ghost Dance and ritually purified themselves. Maybe I shall find them among the dead. His brother. My heart is sick and sad. From where the sun now stands. Before the Flight of the Nez Perces. The Sioux were accused of stealing the cow by an over-ambitious military officer. The Shawnee were pushed southeast. stagecoaches. he fought as well as he could. Red Cloud. nuts and grubs. The natives used guerrilla tactics. 1862: Militant Sioux attacked settlers in Minnesota. Their chief. Punitive campaigns were launched against them during the 1860s. and the ringleaders who remained were hung.perhaps freezing to death. and lead to the massacre at Wounded Knee in 1890. The Northern Paiute were known for raiding mining camps. I am tired. The Minnesota Uprising. The Pueblo Indians were known for their large. The army refuse. but was shot dead in 1813. built from stone and adobe bricks. who founded the Ghost Dance religion. but lived (mostly) in peace during the 19th century. Our chiefs are killed. It is cold and we have no blankets. The little children are freezing to death. multi-level apartment buildings. Tecumseh.I am tired of fighting. The old men are all dead. No one knows where they are . striking at a wagon train then fading back into the wilderness. Tecumseh later allied with the British during the War of 1812. They are perhaps closest to the stereotypical image of an Indian. Little Crow. tried to unite
Shawnee
175
Steve Hunting (order #3510822)
2
. My people. and was made a brigadier general. They were among the most resistant to the expansion of the Union. 1854-1855: A Mormon family travelling West lost a cow. in concert with the Cheyenne and Arapaho. The Paiute also produced the famed shaman Wovoka. then the world would be destroyed and reborn in a renewed form. I want to have time to look for my children and see how many I can find. fishing and horse-breeding.500-strong Sioux force under Crazy Horse. and recounting them all in detail is beyond the scope of this section. According to this belief. The Pueblo clashed with the Mexicans before their territories were handed over to the United States. many warriors including Little Crow fled into the wilderness. I will fight no more forever. He was also highly educated and informed. The Hopi and Zuni were the largest of the tribes. Hear me. ranches and other outposts. the war will stop. to be inhabited by the tribes alone. Toohulhulsote is dead. especially after his brother drew the Shawnee into a fruitless battle. having studied world history and politics to prepare for the construction of an Indian nation. initially argued for peace.
all the nations by arguing that no single Indian or tribe had the right to give up their lands. have run away to the hills and have no blankets. They include: • The Grattan Affair. The Sioux Wars lasted for most of the latter half of the 19th century. Soon after. He tried to form a united military and indeed. the leader of the Sioux fighters. which wandered into a Sioux camp. who preaches that the Indians must give up Christian religion and alcohol and return to their traditional ways. The Ghost Dance unsettled many reservations. 1865-66: The Sioux begin raiding miners and caravans travelling to Montana. One was the shaman Tenskwatawa (Shawnee Prophet to the whites).
The Paiute of the Great Basin were known contemptuously by settlers of California and Oregon as ‘digger’ Indians. trying to forge this alliance. The subsequent slaughter is known as the Fetterman
Sioux Nation
•
The pueblo tribes of the Southeast were farmers. beyond the Mississippi. Lakota and Nakota tribes. he had a genuine gift for both oratory and strategy.
Paiute
The Sioux Nation dominated the Great Planes. offers a compromise – if no more forts are built. They were skilled horseriders and hunters. The War for the Bozeman Trail. The Sioux are divided into the Dakota. Two great twins rose to rule the tribe. as a major part of their diet came from foraged roots. history might have taken a very different course. The Sioux were eventually routed.

massacre. New weapons are sent to the army, but to no avail – in 1868, they accede to Red Cloud’s demands. • The War for the Black Hills, 1876-1877: Gold was discovered in the sacred Black Hills, and when the Sioux hunting parties nearby were forced onto the reservations, war broke out. The Sioux and their allies under Sitting Bull and Crazy Horse fought against the army sent to keep their hunting parties on the reservation. Initially, the war went very well for the Sioux – a cavalry attack was repulsed, an army routed, and at Little Big Horn, Custer’s Seventh Cavalry was destroyed. This was the last great Indian victory – Dull Knife’s Cheyenne were soon routed, and almost all the Sioux generals had all surrendered or been captured by 1877. The Ghost Dance and Wounded Knee: By 1890, the Ghost Dance religion had spread to the Sioux reservations. The army became worried about the unrest, and ordered the arrest of the great surviving Sioux chief, Sitting Bull. A fight broke out, and Sitting Bull was killed. The Ghost Dance fever continued, culminating in the massacre at Wounded Knee. Ghost Dancers, convinced their magic shirts would protect them, attempted to retain their firearms when the army tried to take them. A gun went off when a soldier tried to confiscate it; more fighting broke out. The artillery fired. And it was over.

Native Americans

While each tribe and band has its own unique culture and traditions, there are some customs that extend across many native tribes. The most significant cultural group encountered during the 19th century was the Plains Indians, made up of the Sioux, Cheyenne, Comanche, Apache and several other tribes, and the customs described below are drawn from their beliefs.

C o m m o n C u s t oms

•

‘Counting coup’ involved striking another warrior in battle without injuring him. A special coup stick was normally used, although a bare hand or even a lance or other weapon could be used. A warrior’s prowess was measured not in kills, but in how often he had counted coup upon enemies. Capturing enemy possessions and scalps was also worthy of praise.

Counting Coup

A native character may attempt to count coup by making a successful touch attack on an enemy. This draws an attack of opportunity from the target. If the attack hits, then the warrior has counted coup, and gains a +1 morale bonus to all attacks for the rest of the day (maximum of +3 morale bonus from counting coup). He may also make a Reputation check (DC of 10 + his current Reputation) – if successful, he may increase his Reputation by +1. If the victim of a coup attack follows native beliefs, then he suffers a –2 morale penalty to all attacks for the rest of the battle.

Relatives of the Paiute and sharing much of their culture, the Ute were known for their skills at archery. They also had more mounted warriors than the Paiute. The warlike Ute clashed with other tribes, and fought white settlers in 1853 and in the 1860s. They exchanged much of the lands for a reservation in 1859, after gold was discovered in their hunting grounds. Under the leadership of the skilled diplomat and lawyer Chief Ouray, they lived in relative peace until1879, when the Ute clashed with the Indian Agent Nathan Meeker, who was trying to bring Christianity and agriculture to the tribe. This sparked an armed conflict with the military. An initial expedition to support Meeker was surrounded and besieged; by the time a relief force broke through, they found that Meeker had been killed and the agency raided. This could have lead to all-out war with the Ute, but Chief Ouray negotiated a peace and the release of hostages taken by his warriors.

Ute

Tobacco was considered a sacred source of magic, and the ornate ceremonial pipes used to smoke it were important relics. The pipe was also referred to as the peace pipe, as most outsiders only saw it as part of negotiations for the cessation of hostilities. A character who smokes the sacred pipe gains a +4 circumstance bonus to Charisma for the purposes of diplomacy and negotiation. (Those unused to the pungent tobacco must make a Fortitude save (DC 10) to avoid choking.)

Sacred Pipe

Both sides in the Indian Wars practised scalping – it was a convenient way to bring back proof of an enemy’s demise, as well as an item of ritual significance. Bounties of tens or even hundreds of dollars were paid for Indian scalps. Scalping involved cutting a circle with a knife through the skin of the crown of the head, then pulling. A character might survive a scalping, but the attack deals 10 damage and causes a Serious Wound.

Scalping

176
Steve Hunting (order #3510822)

2

During the summer, the various bands of a tribe gather together for communal buffalo hunt. Their tipis are arranged in a great circle, and various celebrations such as horse races and hunts were held. The sacred Sun Dance was held near the end of the summer, and involved the raising of a ceremonial tree trunk, dancing and meditation. One notable aspect of the ceremony involved self-mutilation – the dancers were impaled with wooden or bone skewers. These skewers were driven into the dancers’ chest or limbs. Some skewers were tied to the ceremonial pole; others dragged buffalo skulls. This mutilation brought visions for the dancers, and good luck to the tribe. The Sun Dance is the Sioux form for the ritual; other tribes call it by different names.

Sun Dance

To undergo a vision quest, the character must travel into the wilderness and wait. Every six hours, he may make a Concentration check (DC 25) to receive a vision. He gets a +1 insight bonus to the check for every point of damage he has suffered from thirst and hunger. For example, a character who gone without drinking for four days and taken 8 points of damage would gain a +8 bonus to his Concentration check.

Undergoing a Vision Quest

Contact with the spirit world was an important part of native beliefs. The vision quest was the usual method for establishing contact with the spirits; an individual would purify himself in a sweat lodge, then strip naked and paint himself with white clay. He would then fast in an isolated place, until exposure, hunger, thirst and pain brought on a vision. The vision often involved an aspect of the natural world, such as a tree or animal. A shaman would then advise and help interpret the vision, and help prepare a medicine bundle that encapsulated the vision. Vision quests were usually undertaken before a major event, such as a war.

Vision Quests

Life for the Plains Tribes had changed greatly in the centuries before the 19th – the horse had replaced the dog as their main beast of burden, and they had become expert horsemen. The horse could drag a larger travois (a sled, which used tipi poles for its framework) and carry more possessions and even transport those who would otherwise be too sick or elderly to travel. They could now travel further and easier, and so became more nomadic, following the buffalo. The buffalo was vital to the Plains Indians. Before the horse, their hunting had been limited to sneaking up on

Life on the Plains

177
Steve Hunting (order #3510822)

2

Native Americans

the buffalo or stampeding them off cliffs or into traps. A horseman, however, could keep up with the running buffalo and bring them down with well-placed arrows (or, later, a more efficient rifle). Meat from the prized buffalo hump as well as the rest of the body and the tongue, liver and other organs was eaten or made into pemmican or jerky. Practically every scrap of the animal was used – the skin was made into leather or rawhide clothing or tipis; thread, rope and other tools were made from the sinew, and hoof and horns were also made into tools or ceremonial items. Campfires were fuelled with dried buffalo chips. Antelope, deer, elk, bear and other animals were also hunted. The mobile villages of the tribes mostly consisted of tipis; buffalo-hide tents erected on wooden poles. The entrance faced east, away from the prevailing westerly winds. A smoke-hole at the top allowed fumes from the fire to escape, and the main entrance could be sealed tightly, allowing the tipi to stay warm in winter. In addition to being homes and shelters, they were sacred places containing altars and symbolising the world.

crooked, taking advantage of their virtual monopoly on the reservation.

Native characters follow the same rules as other characters, with the following differences: • Instead of gaining the Simple Longarms, Simple Sidearms, or Improvised Weapons Proficiency feats from their starting class, native characters gain the Indian Weapons Proficiency feat. Native characters speak the language of their tribe automatically, and must take the Speak Language feat to converse with outsiders. Native characters have access to the vocations below.

Character Generation

•

•

The various Indian Territories and reservations were sometimes on marginal land unwanted by the settlers, although others were simply placed in isolated regions. The Indians were expected to keep to their reservations, while most outsiders were similarly expected to keep out. The army forts enforced this law. As the buffalo herds paid no heed to the borders of reservations, the natives desired to follow the buffalo on their migrations to continue their hunts, leading to clashes with the army.

L i f e o n t he Re s e r v a t i o n s

Depending on circumstances, a native character can follow any of the vocations listed in Chapter XX (especially the Scout). Similarly, a white character adopted or honoured by a tribe can follow one of these vocations.

Vocations

The Department of Indian Affairs assigned Indian Agents to each reservation. Part ombudsman, part social worker, the agent was responsible for helping the tribes and keeping them in check. Some agents tried to convert their tribes to agriculture, others tried to spread Christianity. The agent was responsible for issuing passes and licenses to leave the reservation or operate trading posts there. The agent was also responsible for distributing the rations of food and ammunition to those on the reservation. Many succumbed to despair, living off the meagre rations provided by the agency and trading for whiskey and firewater.

I n d i a n A g e n ts

This is the path of the warrior, fighting against other braves or against the cavalry of the white man. Braves are often inducted into secret societies within their tribe as they advance in rank and Reputation. A brave can win great honour in battle, but also faces the thundering guns of the enemy. Prerequisites: Indian Weapons Proficiency. Vocation Skills: Balance, Climb, Concentration, Craft (bowmaking or woodworking only), Handle Animal, Jump, Listen, Ride, Survival, Swim. Reputation Bonus: A warrior gains a +1d6 Reputation bonus after each battle. He may also gain Reputation by counting coup on others.

Brave

Trading posts run by licensed traders exchanged goods such as blankets and rifles for furs and other products of those living on the reservation. Many of these traders were

T r a d i n g P o s ts

This tree covers skills used on the battlefield. •

Brave Warrior Talent Tree

Dedication: The brave is used to enduring pain, from experience in vision quests and the Sun

178
Steve Hunting (order #3510822)

2

•

Dance. He may reduce the impairment penalty from wounds by –2. This talent may be taken multiple times; its effects stack. Rage: The brave may enter a rage as a free action. While raging, the brave gains a +4 bonus to Strength and Constitution, but suffers a –2 to Defence and cannot use any skills that require careful thought or concentration. This rage lasts for a number of rounds equal to 3 + the brave’s newly improved Constitution modifier. The increase in Constitution also increases the brave’s hit points by +2 per level; these are temporary hit points that vanish when the rage ends. After a rage, the character is fatigued (2 to Strength and Constitution) for a number of rounds equal to the original duration of the rage. A rage can be ended prematurely. This talent can only be used once per day. This talent may be taken multiple times; each extra talent gives another use of Rage per day. o Prerequisite: Dedication Strike from Ambush: The brave is skilled at attacking from ambush. He may use the Rideby Attack or Spring Attack feats if attacking a flat-footed opponent, even if he does not possess these feats or their prerequisites.

The natives quickly adapted to fighting and living on horseback. They can take talents from the Riding the Range talent tree or Favoured Horse talent tree, in addition to the following talents: • Improved Mounted Archery: When using a bow, the character suffers no penalties to attack rolls when fighting from a moving horse. o Prerequisite: Mounted Fire

Expert Rider Talent Tree

•

179
Steve Hunting (order #3510822)

2

theology and philosophy). ensuring that the hunts go well and that the Sun Dance is properly performed. giving them access to the Strategy and Leadership Talent trees.•
Native Americans
Moving Cover: The character is adept at using his horse for cover. The coming of the white man has made the duties of the chiefs even more difficult – the bitterest of choices now lies before the nations of the people. Hide. so a successful hunt was vital to ensure the survival of the band. Gather Information. Hunters are trained in stealth and survival. then the character who went on the vision quest gains a +2 morale bonus to two skills. the shaman may make a Knowledge (theology and philosophy) check (DC 12). If this check is successful. depending on what animal the character saw. Spot. • Smoke the Sacred Pipe: The chief may use 10 + his Reputation instead of rolling a die when making Diplomacy or Intimidation checks against other chieftains or members of his band. Survival.
Shaman
The chief of a band bears the awesome responsibility of leadership. and when they shall hunt. Concentration. nature. Vocation Skills: Bluff. and notices signs that betray the presence of other humans. so that the tribe can survive the year. Search. Craft (traps). Furthermore. Diplomacy. Perform (preach). Ride. or a +1 bonus to base attack bonus or Defence. Read the Land: The hunter is attuned to the movements of animals and birds. but this is a rare event. Reputation Bonus: A chief ’s Reputation increases by +1d4 every year. Prerequisites: Indian Weapons Proficiency. then he may count his horse as one-half cover against attacks by swinging down behind the horse’s flanks. He decides when the young braves shall go to war. Wise Leadership: The chief gains a +4 insight bonus to any rolls relating to day-to-day leadership of the tribe in non-stressful situations. Swim. A totem animal of a wolf might give a bonus to attacks. If the check is successful. He must guide his followers. Intimidate. Knowledge (Indian lore.
Chief
Shaman Talent Tree
•
Vision Interpretation: After a vision quest. Prerequisites: Indian Weapons Proficiency.
H u n t e r T a l e n t Tree
•
•
Tribal shamans are responsible for interpreting omens and vision quests. Ride. Concentration. allowing them to vanish into the wilderness. The chief regains these luck points normally. Prerequisites: Wisdom 13. Good Reputation +10 or more among the tribe. Sense Motive. and for ensuring that the spirits continue to favour the tribe. Vocation Skills: Concentration. Gather Information.
Hunter
Most chiefs will have levels as Smart or Charismatic Hero. He may make a Ride check (DC 15). Diplomacy. Hunters were adept at tracking and trapping smaller animals. Knowledge (Indian lore). and bringing down the mighty buffalo.
Chieftain Talent Tree
•
The hunter may take Talents from the Scouting Talent Tree in addition to the talents listed below. Handle Animal. Handle Animal. while an owl might give a bonus to Spot
180
Steve Hunting (order #3510822)
2
. Reputation Bonus: A shaman does not gain in Reputation under most circumstances. Successful interpretation of major omens can give the shaman a +1d6 or higher bonus. Reputation Bonus: A hunter’s Reputation increases by +1 every year. Listen.
Few native tribes practised agriculture. Intimidate. Survival.
Vocation Skills: Bluff. The hunter may spend a luck point to avoid being flatfooted when surprised. he may make a Survival check (DC 15) to notice when there are other humans within three miles. Listen. Ride. Move Silently. Handle Animal. • Vanish into the Wild: The DC to track a hunter’s trail is increased by +1 for every two ranks the hunter has in Survival. Send Them On The War Path: The chief may transfer up to half his luck to other members of the tribe.

Wallace offered the Kid amnesty if he gave up his arms or left. and have the characters only encounter historical personages in quick cameos or carefully planned scenes. To end the Kid’s crusade. John Tunstall went into town to discuss the matter. one Buckshot Roberts. and ended up barricading themselves into McSween’s big townhouse. and was shot by a posse of some thirty men in the service of the syndicate. General Lew Wallace. There. The high point of the war came soon after. Peppin’s men set fire to the house. and managed to obtain warrants for the rest. Cahill threw Billy to the ground. and last to leave was the Kid. After the siege. However. and ‘Billy’ became involved in petty crime. the townhouse was surrounded by Murphy’s men. Billy pulled a revolved and shot the blacksmith. Those willing to deviate from history. William Bonney. his mother died in 1874. and the local magistrate attempted to interdict McSween’s ranch. a company of infantry from Fort Stanton arrived under the command of Colonel Nathan Dudley. then headed to Arizona where he worked as a cowboy and labourer in Graham County. During the colonel’s parlay with the Regulators. serving under Andrew Jackson or getting arrested by Wyatt Earp. He fled into the countryside. Tunstall was involved with a lawyer named Alexander McSween and a cattle baron named John Chisum in a partnership to break the power of a rival syndicate. By dawn. in a saloon he quarrelled with an Irish blacksmith named Cahill. and Billy killed Dick’s killer. Chisum’s cowboys rode back from a roundup to relieve the siege. The rest of the broken Regulators fled. like the Battle at Little Big Horn or the Gunfight at the O. Billy led the posse into town. can include historical characters in their games as major non player characters – or even player characters. but also brought word of other Regulators in trouble in Lincoln. which was run by Tunstall.)
Aka Henry McCarthy. then New Mexico during the Civil War. led by Dick Brewer. Billy and Alexander McSween were besieged in Chisum’s ranch house by a small army of Murphy loyalists. but Murphy’s new sheriff. and let them try to avoid their fate. Died July 14. An exchange of fire between the trapped Regulators and those outside turned into a bitter three-day siege. but Billy refused. (For extra amusement for the Games Master at least. however.O
Rogues’ Gallery
Billy and the other ranch-hands (known as the Regulators). The colonel was sympathetic towards McSween. the Kid and four others took the war to the streets of Lincoln. vowed revenge. Born 1859. He continued his campaign against the killers of Tunstall and McSween. Putting the players into a famous situation. put the players on the losing side. and from there he ambushed ranchers who he suspected of participating in the siege. the Murphy-Dolan-Riley faction. Fort Sumner. They caught him in 1881. Games Masters with a concern for historical accuracy may wish to ensure that the player characters cannot send reality off the rails by killing President Lincoln early. they rose up and shot him before escaping on horseback. including Billy the Kid. but they were too late. but was shot dead. New Mexico The young Henry McCarthy’s family moved to Kansas. was legally the sheriff of Lincoln and hence the siege was justifiable in the eyes of the law. They lay in wait for Sheriff Brady. More skirmishes ensued. On the evening of the third day. A new posse under Pat Garrett was formed to hunt down the Kid.
Billy t h e K i d
183
Steve Hunting (order #3510822)
2
. 1881. during which Dick Brewer was killed. McSween tried to surrender to buy the lives of his friends. who appointed a new governor. who was one of the syndicate’s men. He fled to New Mexico. killed two of the posse. Indiana. Corral can be an interesting mini-campaign. and arranged for him
ne of the great appeals of historical gaming is interacting with historical figures.K. and began what became known as the Lincoln County War. When he passed by. who operated almost everything from the saloon to the law in Lincoln County. and got a job on a ranch operated by John Tunstall. George Peppin. He escaped jail. The rivalry between the two factions escalated. Chisum’s faction was gone and the cattle magnate no longer had any interest in Lincoln. Tunstall’s employees. In August of 1877. The war was over – except for Billy. the ranchers called on the President for aid.

In 1867. HP 28.. Vocations: Cowboy. The night before. All-Around Awareness. Simple Sidearms Proficiency. Colt Thunderer). and tons of its was on the hoof across the plains . During this time. Use Rope +10. Quick Reload.bowie knife) or +9 ranged (1d8/1920/x2. Gunslinger: Improved Quick Draw. Init +10. flat-footed 17. Gamble +1. The rail-workers needed food. Dodge. Two months later. Improved Initiative. Talents: Defensive: Evasion. Will +4. Spot +4. Listen +4. Con 13. Uncanny Dodge. then they face being hunted down and killed by vengeful Regulators. Grap +5. he tricked one of the guards into playing cards with him. and over a
Fast Hero 5/Dedicated Hero 2. Ref +7. though. (Another variation of the story has the Kid stop to use an outhouse. Quick Draw. Wis 8. Atk +1 melee (1d6+1. He grew up on the plains. Spd 30 ft.
+14. where he managed to free his hands and steal or find a gun). The characters could be sent in to undercover the root cause of the Lincoln Country War and bring all those responsible for unlawful acts to justice. Ride +14. Int 12. they will have to choose between the wildness of the Kid and the more reasonable leadership of Dick Brewer. Feats: Literacy. 1846. Sleight of Hand +7.
•
A d v e n t u r e I d eas
Characters could easily be involved in one side or another during the Lincoln Country War. He served as a Union scout in campaigns against the Kiowa and Comanche./5 ft/. Colt Thunderer). SV Fort +4. Luck: 10. Hide +11. Weapon Focus (Colt). He shot two guards and escaped on horseback. The government responded to the rancher's pleas by sending a new governor – but that was not the only action they could have taken. then with the Seventh Kansas Cavalry back east. touch 21. 1917. working from an early age as a horse wrangler and messenger.
Aka William F. Intimidate +5. bowie knife) or +9 ranged (1d8/19-20/x2. Move Silently +12. BAB +4.
Buffalo Bill Cody
•
The legend of Buffalo Bill is as much a testament to the power of showmanship as it is to Cody’s own skills. Dex 18. shooting Billy the Kid by tracking him to a sweetheart’s house and ambushing him. Cha 14. Cody Born Iowa. Cody killed thousands of the animals with his rifle. Billy pretended to drop a card.Rogues Gallery
to be hanged. Defence 21. If the characters are part of the Regulators. Died January 10th. he had an eight-hour shooting match with William Comstock. He then worked as a scout and messenger again in Kansas. Space/Reach 5 ft. bent down to pick it up – and came back up holding the guard’s own gun instead. Iron Will. Handle Animal +5. Rep
Billy the Kid
184
Steve Hunting (order #3510822)
2
. Gunslinger. he won the title of ‘Buffalo’ Bill when he took a job with the Kansas Pacific Railroad. Str 12. Cody won. Pat Garrett finally got his man. Full Atk +1 melee (1d6+1. who also called himself ‘Buffalo Bill’.in the form of buffalo. If part of the other faction. Skills: Escape Artist +10. He joined the Pony Express at age 14.

better known as Ned Buntline. on the grounds that the chief would listen to his old friend (especially if Cody brought ‘a wagon load of candy’ with him). he killed 4. and scalped him. Charm Talent: Charm. The show included a buffalo hunt.280 buffalo by his own count. Cody was called back to the West to aid in quelling the Ghost Dance uprisings. Wis 13.
Butch Cassidy & the Sundance Kid
The Sundance Kid. Drive +10. Str 15. Skills: Bluff +6. he met the writer E. Int 12. Rep +20. (The Wild West Show was not an official part of the show. Died Bolivia. Init +2. 1861. Feats: Literacy. trick shooting and riding. BAB +7. Cody went back west. He held up a train in 1892 with two other thieves – the trio were soon caught. touch 17. Born Pennsylvania. Three years later. The Wild West Show offers the chance to take the West around the world. Winchester). Improved Aim.
185
Steve Hunting (order #3510822)
2
. flat-footed 15. so they decided to get Buffalo Bill drunk and wire Washington to call Bill home. growing in popularity for a time.C. Simple Sidearms Proficiency. whip) or +9 ranged (1d8. Around this time.seventeen-month period. beginning with Buffalo Bill. he either shot. escorting rich tourists or even serving as an army scout in 1876. the King of the Border Men. The Wild West show continued. Dex 15. It took the entire command of the fort. Grap +9. employees of another railroad trying to disrupt the hunt. He participated in some sixteen battles with the Indians and won the Congressional Medal of Honour. Scouting: Trailblazer. Exotic Weapon Proficiency (whip). to keep Bill in place. In 1890. marksmanship. ‘Buffalo Bill’ became famous.) Buffalo Bill’s famous Wild West show started in 1883. and climaxed in a recreation of Custer’s Last Stand. Atk +11 melee (1d3. then they could get involved in all sorts of escapades in exotic locations like London or Paris. Cody’s myth was upheld by Prentiss Ingraham.
•
Strong Hero 3/Tough Hero 3/Charismatic Hero 4. He proposed arresting Sitting Bull at one point. Perform +8 (ringmaster). 1866. aka Robert LeRoy Parker Born Utah.. Died Washington. 1868 found him back with the army. aka Harry Longabaugh. The show’s cast even included Sitting Bull of the Sioux. The Sundance Kid was arrested for horse stealing in Wyoming when he was sixteen. Use Rope +6. drinking in shifts. Con 15. (During this time. Space/Reach 5 ft. Gamble +6. Diplomacy +8. Masterful Driver./5 ft/. He finally retired to his ranch in Wyoming. Will +4. or even vengeful Indians trying to stem the slaughter. Bill was in New York. moving to the fabled Robber’s Roost hideout. a Pony Express Ride. starring in a stage play called Scouts of the Prairie. who wrote many of the hundreds of frontier tales published in the 1880s. whip) or +9 ranged (1d8. Moving Fire. Scout. HP 56. Handle Animal +8. Stealth. and was a tremendous success. Martial Longarms Proficiency. It was so impressive that many visitors to the 1893 Columbia Exposition (World’s Fair) in Chicago went home after seeing the Wild West show outside the fair. Vocations: Stableman.
Buffalo Bill Cody
Butch Cassidy. Simple Weapons Proficiency. The characters could be rival hunters vying for the title of the best shot.
•
Adventure Ideas
The buffalo hunting in 1867 is fertile ground for adventures. Full Atk +11/+6 melee (1d3. but Longabaugh escaped. Far Shot. and even then they only barely managed to stop Cody from riding off. stabbed. It toured the country and abroad for three decades. Ref +6. Talents: Stable Talent: Whip Hand. They could tangle with Jack the Ripper (who was suspected of being an escaped Indian from the show). serving with the Fifth Cavalry under Custer as a scout. Knowledge (Indian Lore) +6. He continued his criminal career after serving an eighteen-month sentence. Simple Longarms Proficiency. Track. Between theatre seasons. Following a dispute with Buntline. in 1872.SV Fort +8. 1908. The event was being recreated on stage as Buffalo Bill’s First Scalp for General Custer within a few weeks. Luck: 15. an attack on a stagecoach. Judson. The army staff at Fort Yates worried about the effect this might have. due to a dispute between Cody and the fair’s management). If the characters are performers in the show. whose forces had fought at Little Big Horn. Cha 16. who used Cody’s exploits as source material for a series of books. believing that they had seen all that there was to see there. Ride +11. but it declined in the late 1890s as Cody’s health and finances deteriorated and his best acts split off to form their own shows. or just found the corpse of a chief named Yellow Hair (or Hand).Z. 1937. Survival +9. Winchester). Spd 30 ft. Leadership: Co-ordinate. Defence 17. following the death of Custer. or be hired to assassinate an archduke in the audience.

Plan. Talents: Rustler: Vanish into the Wild. Point Blank Shot. Combat Expertise. looking for money from bank robberies that he buried years before. Wis 10. touch 18. Ride +8. Dex 15. In 1896 Butch Cassidy was released. There. Int 11. punch) or +2 ranged (1d8/19-20/x3. their exploits can be replicated or beaten by clever player characters. Ref +5. they robbed banks and alternately stole or guarded mining company payrolls. Knowledge (law) +7. Parker tried to hold up a train. Disable Device +5. Simple Sidearms Proficiency. Str 10. and Etta Place. flat-footed 16. for example. Skills: Bluff +10. knife) or +7 ranged (1d8+2/19-20/ x2. Luck: 6.
The Sundance Kid
•
Born Arizona. In 1908. Cochise was the son-in-law of a great Apache chief. Move Silently +5. In 1887. Cassidy decided rescuing him would be too risky. Colt Army). Repair +7. Overwatch. then he. Survival +5. Planning the Job. but when their territory became part of the United States. the Kid. He might have known where Cassidy left the money…
Smart Hero 3/Charismatic Hero 3. Space/Reach 5 ft. Rep +10. He then hid in Wyoming for a while. Dex 10. Will +2. flat-footed 12. Spd 30 ft./5 ft/. Use Rope +4. calling himself George Cassidy and working as a cowboy or butcher (acquiring his nickname of ‘Butch’). Talents: Raiding Talent: Improved Intimidate. Wis 15. Init +0. Defence 18.. Feats: Literacy. Matt Warner. Sense Motive +7. Vocations: Robber. They were committed enemies of the Mexicans. Died Arizona. Exotic Weapon Proficiency (lasso).SV Fort +3. Full Atk +1 melee (1d4+1. Strategy: Exploit Weakness. Colt Army). Handle Animal +5. who gave the youngster a gun and a saddle. Longabaugh was shot dead. The Kid. which brought him to the Robber’s Roost in Hole-in-the-Wall country. and his people even worked for the Butterfield
Cochise
186
Steve Hunting (order #3510822)
2
. HP 29. Atk +1 melee (1d4+1. There. Cassidy masterminded the Bunch’s operations. Ride +5.
Butch Cassidy
•
A d v e n t u r e I d eas
The careers of Cassidy and the Kid can serve as models for those of outlaw player characters. Moving Shot. When one of the gang. The Union Pacific train company tried to buy Cassidy off by offering him a job. Weapon Specialisation (Colt). including the Sundance Kid. BAB +2. Colt Army). Parker ran with Cassidy for a while. and ended up
Fast Hero 6. Research: Law Savant. Improved Aim. and formed the Wild Bunch gang with several other notorious criminals. Move Silently +8. and he was involved in only a handful of shootouts. Ref +3. Mangas Coloradas. Weapon Focus (Colt).. Grap +5. Survival +7. Intimidate +6. the Wild Bunch targeted trains instead. by contrast. Con 12. the Bolivian army hunted down the pair.SV Fort +4. He never found this loot – could it have been removed sometime in the intervening years? Matt Warner.
becoming a sheriff and bootlegger. Search +7. After Warner’s arrest. Feats: Literacy. Simple Longarms Proficiency. Atk +2 melee (0. Cochise agreed to allow travellers to cross his country on the way to California. Handle Animal +7. he met many other outlaws.Rogues Gallery
Meanwhile. He was arrested for rustling in 1892. which included numerous bank raids. Full Atk +2 melee (0. Cha 12. Defence 12. Forgery +5. the charismatic Cassidy prided on never killing a man. was a considerably wilder and more dangerous sort. From their hideout at Robber's Roost to their series of bank robberies and trying to keep the Wild Bunch under control. was freed after five years thanks to Cassidy's lawyers. punch) or +2 ranged (1d8/19-20/x3. Spd 30 ft. but he robbed another train instead. Int 14. Con 13. Robber: Improved Intimidate. Robert Parker had befriended an older thief called Mike Cassidy. Cha 15. The player characters could also be sent to bring the Wild Bunch to justice. Str 12. the Chiricahuas were initially welcoming towards the Americans. so instead they robbed another bank and spent the money on lawyers. Rustler. such as Longabaugh. Drive +5. BAB +4. but Cassidy may have escaped back to the United States where he lived for another twenty years. Colt Army). touch 12. Hide +5./5 ft/. 1812. Vocations: Robber. Treat Injury +6. Space/Reach 5 ft. knife) or +7 ranged (1d8+2/19-20/x2. Will +5. Skills: Bluff +6. Grap +2. of the Chiricahua Apaches. Luck: 6. Point Blank Shot. and after a delayed trial served two years. was captured. Gather Information +9. Demolitions +7. Cassidy returned to his old haunts in Wyoming several times before his death. Simple Sidearms Proficiency. 1874. Hide +8. and robbed banks in 1889. During their criminal career. Simple Longarms Proficiency. a schoolteacher involved with the Kid fled to South America. Init +2. including some who he would later bring into his Wild Bunch gang. HP 24. Rep +10. Intimidate +7. Diplomacy +7.

stagecoaches and mail deliveries. and Bascom believed the Chiricahuas were responsible. After trying a second time to exchange prisoners. tortured and killed. If the Apache attacks on traffic to California could increase greatly.Overland Mail. the government offered a peace treaty to the Apache. It was tantamount to a declaration of war. Expecting it to be routine matter. so he and Mangas set up an ambush there. far more powerful than the little artillery pieces the Apache had encountered fighting the Mexicans.
In 1865. but the rest of his family were captured. Finally. Rather than trust Mangas to the medicine men. They failed. a diplomat from the Indian Bureau. far from their beloved mountains. a halfbreed scout (like a grown-up Mickey Free). All he has to do is supply a great deal of weapons and
•
187
Steve Hunting (order #3510822)
2
. If he dies. and continued the war against the army for some months. in 1872. Cochise rode up to the surgeon’s house and said ‘Make him well. an agreement was made to turn a part of the Chiricahuas’ territory into a reservation. Bascom continued to accused Cochise. this town will die. The government had decided that it would take the word of the great chief to bring the Apaches round. raided wagon trails. but then word came that the Apache were to be moved to yet another reservation. However. Cochise sprang back and managed to cut a hole in the tent to escape. sent out five companies of cavalry to find Cochise. and ordered that the chief and his family be arrested. He was captured in 1863 when visiting an army camp under flag of truce. Bascom responded by hanging three of Cochise’s family – his brother and two nephews. General George Crook was sent out with Vincent Coyler of the Indian Bureau to negotiate with the Apache chiefs. but Cochise did agree to meet with another general. That April. what Cochise did not know was that a company of soldiers under Lieutenant George Bascom was waiting. Cochice had a very strong sense of personal honour. an unofficial war party from Tucson slaughtered an Apache camp near Camp Grant. Between Jeffords. had allowed the Apaches to make camp there as they had surrendered their firearms and considered themselves prisoners of war. and was greatly angered that Bascom refused to believe that the Chiricahuas were innocent.’ Mangas lived. this one in nearby Canada Alamosa. A white man named Taglito Jeffords had won Cochise’s respect by demanding a personal treaty with him. Cochise’s forces were driven back. but that he might be able to arrange a ransom. Cochise took five members of his family with him. a few soldiers and an old mountain man – might be sent to find the legendary chief and bring an end to the war. When Bascom asked him about the incident. still smarting from the loss of California. Cochise brought the older man into Mexico. Cattle and a half-breed child named Mickey Free had been taken from the nearby ranch of John Ward. until an army under the command of General Carleton was sent to stop them. but the eventual trial was a farce and the attackers were exonerated. with Jefford appointed as agent for the reservation. Cochise agreed. if the Apaches stayed on another reservation. such as Victorio. and attempted to use them to ransom his family. Lieutenant Whitman. Not a single Indian accepted the offer. and Mangas was severely wounded. cutting wood to construct a state way station in Apache Pass. Cochice joined forces with his father-in-law. at Tularosa. in retaliation for a series of raids on ranches and outposts. He attempted to bring the party from Tucson to justice.
•
Adventure Ideas
The hunt for Cochise could keep a party of bounty hunters busy for years. Cochise had the three travellers executed. Cochise was called to come into the station. Crook. 1871 found the Commissioner of Indian Affairs sending messengers to look for Cochise. A Mexican general. A diverse party of characters – say. In 1861. the war chief Mangas Coloradas. then the Southwest could be partially cut off from the east and vulnerable to a second take-over. Cochise and General Howard. The Camp Grant massacre did refocus government attention on Cochise. General Granger. Cochise said that another band of Apache. The commander of Camp Grant. the Coyoteros had raided the Ward ranch. Cochise and the other Apache chiefs. Granger offered peace. but Cochise was hidden in the mountains and they were unable to track him down. to a village where there lived a great surgeon. the army had new cannon with them. However. Bascom refused to make the trade unless the kidnapped boy and stolen cattle were included. Their guerrilla campaign continued for months. but it required them to move to the hated reservation at Bosque Redondo. Cochise then captured three white travellers on the trail. redoubled their war. and drove several hundred miners off their land. Cochise knew that the army would need the water supply at the abandoned stage station. back when Jeffords was a mail carrier and Cochise was only just beginning to ambush travellers in Apache Pass. the Grey Wolf to the Apaches. and their bands blocked Apache Pass. the one emissary that Cochise could trust came to him. hits upon a plan.

Holliday separated from Fisher in 1881. Sense Motive +8./5 ft/. Treat Injury +7 Feats: Indian Weapons Proficiency. Escape Artist +8.
Cochise
Another of his saloon girls was Holliday’s companion (and. Cheyenne in Wyoming. Read the Land. HP 60. and died six years later at a health resort from his old nemesis.) Bring him into a poker game. Wis 10. Holliday's reputation and devil-may-care attitude can combine to trouble the players. 'with one of the West's foremost gamblers and shootists here with us?' Then they discover that Holliday is an unstable drunkard with a talent for getting into gunfights. with whom he opened a saloon in Las Vegas. the Apache are not going to accept the general's overtures. Rep +14.
Fast Hero 7/Charismatic Hero 3. Colt Thunderer). Chief. but contracted tuberculosis in his early twenties. With his distinctive cough. Dex 18. given their long rivalry with the Mexicans.SV Fort +11. Spot +6. Dex 16. He killed Tom Laury with a shotgun. Simple Longarms Proficiency. Hunter. He found the wild nature of life in the West to his liking – he made his living as a gambler. Frank Stilson and Florentino Cruz. the sheriff of the town. Strike from Ambush. Will +3. Leadville and Pueblo in Colorado. There.
•
Adventure Ideas
Doc Holliday is one of those characters that players love to encounter. then escaped with him. Rage. Treat Injury +6. Skills: Bluff +13. Diplomacy +8. Int 14. Defence 24. Simple Sidearms Proficiency. BAB +7. Will +7. There. Leadership: Co-ordinate. Con 15. He studied dentistry. Las Vegas in New Mexico. and a Southern drawl is an easy accent to do. Weapon Focus (bow). Diplomacy +11. Simple Longarms Proficiency. Enter the player characters…
Strong Hero 2/Fast Hero 3/Tough Hero 2/Dedicated Hero 2/Charismatic Hero 3. he befriended Wyatt Earp. Colt Thunderer). Climb +11. his wife) Kate Fisher. tuberculosis.Rogues Gallery
ammunition to the Apache. hatchet) or +11 ranged (1d6+2. Let them take the place of John Joshua Webb. Search +7. touch 21. forced him to free Holliday. Died Colorado.. Cha 12. Inspiration. HP 23. When Wyatt Earp moved to Tombstone. the business and themselves alive?
•
Aka John Henry Holliday Born Georgia. While in Dodge. then threw down on the remaining guard with her six-shooter. Spd 30 ft. travelling from boomtown to boomtown. Earp became town sheriff. flat-footed 21. He also met a peace officer named John Joshua Webb. BAB +6. but missed a shot at Ike Clanton with his pistol. Spd 30 ft. flat-footed 16. Intimidate +11. Ref +8. Sense Motive +10. and went west in the hopes of finding a climate more amiable to his weakening lungs. Sleight of Hand +14. Smoke the Sacred Pipe. Listen +6. bow). according to some accounts./5 ft/. Speak English. Ref +7. Move Silently +10. Dodge in Kansas. Ride +7. Full Atk +2/-3 melee (1d6/19-20. Atk +10 melee (2d4+3/19-20. Defence 21. Point Blank
Doc Holliday
188
Steve Hunting (order #3510822)
2
. Improved Initiative. Kate saved Holliday’s life in 1878. 1852. Rep +15. and go into business in Vegas with Holliday. Cha 16. bowie knife) or +11 ranged (1d10/19-20/x3. Wise Leadership. Grap +6. (Tombstone is pretty much required viewing before running a game involving him. Chief: Send them on the War Path. when he was captured by the friends of a gambler he had shot. Denver. Space/Reach 5 ft. Atk +2 melee (1d6/19-20. Feats: Literacy. Wis 13. Doc Holliday was born the son of a rich Southern family. he shot a former army scout called Mike Gordon. Init +10. think the players. whose former mistress was one of Holliday’s saloon girls. Intimidate +6. SV Fort +4. Survival +11. Space/Reach 5 ft. Mobility. 1887. Grap +10. Southern charm and deadly accuracy (not to mention being part of the most famous gunfight in history). Hunter: Vanish into the Wild. The posse had locked Holliday in a hotel room. bow). He showed up in Dallas and Fort Griffin in Texas. Of course. Holliday followed him. Full Atk +10/+5 melee (2d4+3/19-20. Con 10. Kate set fire to the hotel to distract most of the guards. hatchet) or +11/+6 ranged (1d6+2. and let the players work out who they are up against. Spot +10. bowie knife) or +11 ranged (1d10/19-20/x3. Str 10.. Holliday’s reputation spread far and wide across the West. Iron Will. Init +3. Ride +8. Skills: Balance +8. touch 24. and Tucson and Tombstone in Arizona. Talents: Brave Warrior: Dedication. Weapon Specialisation (bow). Spring Attack. What he needs to do is hire some middlemen to smuggle the guns into the United States and get the Apaches to accept them and widen their war. 'How can we lose'. Str 17. Hide +10. Luck: 10. Handle Animal +6. Vocations: Brave.
Do c H o l l i d a y
Made famous by his participation at the Gunfight at the OK Corral. Jump +8. Int 14. Dodge. Gamble +18. he helped a posse lead by the Earps hunt down Virgil Earp’s suspected murderers. Later. and Holliday was deputised just in time to fight at the OK Corral against the Clanton brothers. Can they keep Holliday.

Kit C a r s o n
•
One of the foremost scouts and adventurers of the West. attacking their camps and crops to force them into submission. Some 8.SV Fort +7. Improved Aim. There. Rep +16. Handle Animal +8.. Improved Feint. and died in 1868. Ref +5. he met John Fremont. including the Arapaho and Cheyenne. While guiding Fremont. His bizarre career started when he went on a wagon train to New Mexico. Treat Injury +7. Spd 30 ft. Wis 14. many of his trails and techniques continued to be used for generations after him. the pair became involved in the Bear Flag revolt and the Mexican-American war. During the war. Far Shot. Precise Shot. Survival +15. he ranged west and north on furtrapping expeditions. A game centring on his legacy could be very interesting. As one of the West’s foremost scouts. knife) or +10 ranged (1d10. Simple Longarms Proficiency. HP 53.
Kit Carson
Born Kentucky. Cha 12. he became friends with several Indian tribes. describing how he found a vein of gold when travelling with Fremont. Speak Indian. the characters come across a page of Carson's diary. Joshua had. Died Texas 1903. making a handsome profit. Carson returned to New Mexico and became a rancher and sheep farmer. 1809. Spot +17. reaching as far as California. During his expeditions. but never had a chance to return to exploit it. then Roy headed onto San Diego.
Judge Roy Bean
One of the most colourful figures of the West. Trailblazer. Shoot from the Hip. the characters need to find the preceding diary page to work out where the vein actually is – and that diary page could have been lost anywhere along Carson's many paths…
Born Missouri.000 surrendered to him in 1864. He used his old trails to bring sheep to the California gold mines in 1853. Aware. he went home to visit his family in Missouri. his deeds can serve as a template for games set in the first half of the nineteenth century.Shot. From there. Talents: Gambler: Poker Face. Roy Bean was a famed judge and saloon owner. but have the advantage of being set in a wilder and unmapped West. Cool Under Pressure. Talents: Scouting: Whisper of the Land. Kit Carson was a legend in his own lifetime. Simple Weapons Proficiency. Weapon Focus (Colt). and the two travelled the west for several years. Carson guided soldiers under the command of General Stephen Kearney into California to help defend Los Angeles against rebels. he led a campaign against the Navaho. Cavalry: In the Nick of Time. He left home for New Mexico when he was seventeen. Gunslinger. Carson retired to a ranch in Colorado soon after the Civil War. Track. Quick Draw: Improved Quick Draw. Dex 15. touch 17. Luck: 15. Listen +17.
•
Adventure Seeds
While Carson's exploits occur before the time of most Western campaigns. Will +7. Such games would have fewer shootouts and lack many of the fun Western stereotypes. Carson criss-crossed the continent during his travels. Con 15. Defence 17. Init +2. Mississippi Rifle). knife) or +10 ranged (1d10. He worked for some time with his brother Sam at a trading post in Mexico. After leaving Fremont’s service. Stealth./5 ft/. Trooper. an explorer who was sent to do an extensive survey of the West. Insightful: Skill Emphasis (survival). Trick Shooting: Exact Shot. Improved Initiative. where eldest brother Joshua was making a name for himself. Kit Carson was known for his temperance and politeness (a great contrast to most other mountain men of his day) and courage. He hired Carson as a guide.
Dedicated Hero 10. Martial Longarms Proficiency. Fremont’s report would be widely read and make Carson’s reputation as an almost superhuman scout. Knowledge (Indian Lore) +9. Carson was then appointed Federal Indian Agent for Northern New Mexico. When Roy arrived. Atk +9 melee (1d4+2. Int 12. and set up a base in Taos. However. Space/Reach 5 ft. and Carson sent them on the brutal three-hundred-mile ‘Long Walk’ from Arizona to New Mexico. For example. in fact. Died Colorado. Luck: 10. He also became a skilled hunter and respected mountain man. Skills: Diplomacy +7. Feats: Literacy. a post he held until the Civil War. flat-footed 14. Vocations: Scout. following his two older brothers. Devil’s Luck. he was soon appointed a lieutenant in the
189
Steve Hunting (order #3510822)
2
. Grap +9. Str 15. Ride +8. BAB +7. become Mayor of San Diego. Alertness. After a short period as a hunter in the early 1840s. 1823. Weapon Focus (Mississippi Rifle). Between the Eyes. Mississippi Rifle). Vocations: Gambler. 1868. Full Atk +9/+4 melee (1d4+2.

In 1882. He worked in Sam’s saloon for years. anyone who was in the bar at the time was the jury. Sensing opportunity. After that. He had a copy of the Revised Statutes of Texas. an’ if any of you gander-eyed galoots wants a snort afore we start. Roy left his family and went out to the tiny settlement of Vinegaroon to sell beer. Friends of the railroad worker threatened Bean if he found the worker guilty. Other law books. While in Vingeroon. and eventually declared that ‘this here book. The village was named for the foreman who built it. he married a Mexican teenager and sold stolen booze to support his growing family in San Antonio. Both brothers got into trouble in 1852 – Roy shot and wounded a man. Joshua was later killed in by a romantic rival. says that hommycide
Rogues Gallery
190
Steve Hunting (order #3510822)
2
. where Sam Bean had become a sheriff.state militia and bartender of the Headquarters. worked and was his own best customer in the bar. Bean made a great show of looking through his book. Texas. but Bean preferred to think of it as being named after the actress Lillie Langtry. let him step up to the bar and name his brand’. Bean had heard that the county commissioners were eager to establish a courthouse to deal
with the settlements that were sure to grow up along the route of the new railroad. Never let it be said that Judge Roy Bean was unprepared for his legal duties. On one occasion. construction started of a railroad across the scorching Chihuahuan desert between San Antonio and El Paso. He would open proceedings in court with ‘Gents. which he used exclusively. He lived. He regularly and drunkenly sentenced men to be hung from the nearest tree (although the lack of trees in the desert made such sentences hard to carry out). tending bar and smuggling weapons to the Confederates from Mexico. and was arrested for it. next to the railroad. this honourable court in now in session. He was said to keep a pet bear chained up outside. a railroad worker was accused of killing a Chinese laundryman. He built a saloon. Tales of Judge Roy Bean’s creative interpretation of the law are legendary. which is a Texas law book. The Jersey Lilly was his courtroom. Bean posted a thousand-dollar bond and became a Justice of the Peace. He set himself up with a beer tent in the even smaller tent village of Langtry. served as firewood. such as the new editions of the Revised Statues. the Jersey Lilly. and prisoners were seated next to the bear to await trial. 1879 edition. and put a picture of her behind the bar. Joshua’s saloon. Roy headed back to New Mexico.

Dazzle. He fought in several wars against the rival Crow Indians as well as the US Army. More and more miners followed his expedition in. Atk +5 melee (3. and his route came to be known as the Thieves’ Road. These early miners were killed or driven out by the Sioux.’ The verdict was ‘guilty as hell’. Sitting Bull was of the influential and powerful Hunkpapa band of the Lakota Sioux.
Sitting Bull
•
Adventure Seeds
Using a saloon as a courthouse was far from unheard of. Talents: Tending Bar: Duck Behind The Bar. Finally. They happen to be sitting there when a murderer is sentenced to death. The Sioux were offered first money for the hills.is th’ killin’ of a human. manslaughter. Dex 12. Grap +5. Space/Reach 5 ft. The pris’ner is discharged on condition he pays f ’r havin’ the Chinee buried. led by General Custer.’ replied Bean. and was a member of the Strong Heart and Silent Eater warrior societies. Taunt. Rep +10. Roy would promise to give change in just one moment – then the train whistle would blow. justifi’ble hommycide an’ praiseworthy hommycide. Simple Sidearms Proficiency. Soon afterwards. he certainly was not alone. it’ll be declared in contempt. he asked a cattle rustler if he pleaded guilty or innocent. Init +1. and after three days he had a vision of the white soldiers falling like grasshoppers into the camp. flat-footed 12. killin’ of him would come under the head of praiseworthy hommycide. then just for the mining rights. Craft (chemical) +4. They is many kinds of hommycide –murder. led his warriors to victory over a column of soldiers at the Battle of the Rosebud (the Battle Where The Girl Saved Her Brother. The Sioux and their allies knew war was coming.
Born South Dakota. Remington Rolling Block). Bean fined the corpse 40 dollars for carrying a concealed weapon and pocketed the money. Bean was practised at lining his own pockets. Players expecting due process from the law might be surprised by the state of the judge. Escape Artist +4. Feats: Literacy. Spd 30 ft. Sitting Bull participated in the Sun Dance. The sacred Black Hills lay in the heart of Lakota country. Confident. He also built his saloon just far enough from the railroad that thirsty travellers could see it when the train stopped to take on water. but public clamour rose until the government sent a reconnaissance expedition into the Black Hills. Ref +4. A delegation was sent from Washington to obtain the Black Hills. 1890. the delegates returned to Washington empty-handed. and the amount of the fine was strangely equal to the amount of change they demanded. Sitting Bull utterly refused the first offer. Diplomacy +8. The characters and all the other patrons of the bar are now marked men. another mystic. Gather Information +9. Gamble +4. punch) or +4 ranged (1d10/x2. and many white miners began to break the law and sneak into Indian territory to prospect for gold. Full Atk +5 melee (3. Str 14. In 1876. The practise of having those sitting in the bar act as the jury could backfire on the characters. Skills: Bluff +9. forcing travellers to sprint back to the train or be stranded in Langtry. and he interpreted this as the Great Spirit giving the soldiers to the Indians to be killed. a notorious gunman. He reported the hills were filled with gold ‘from the grass roots down’. One of the greatest of the Indian Chiefs. and Mexicans.
•
Charismatic Hero 6. Fast Talk: Fast Talk. Sitting Bull became head of the Lakota Sioux. and if ’n it brings in a verdict short of hangin’. punch) or +4 ranged (1d10/x2. and while Bean was one of the more corrupt judges. negl’gent hommycide. Simple Longarms Proficiency.’ Another time. a region granted to the Indians by treaty in 1868. Remington Rolling Block). Brawler. troops began to marshal for a campaign in the Black Hills. and be forced to have their characters take justice into their own hands. It stan’s to reason thet if a Chinym’n was human. Charm: Charm.. Ride +6. and recommended that the Hills be obtained by forced purchase. Vocations: Bartender. male or female. A corpse was found with 40 dollars and a gun in his pocket. A traveller might run up to the Jersey Lilly and hand over a ten-dollar bill for an outrageously priced one-dollar bottle of ice-cold beer. 1831. to the Sioux) and forced them to retreat. Those who tried to argue were fined for cursing. Con 16. ‘Court accepts your plea of guilty. ‘the jury will now deliberate. Rumours began to spread of the vast gold reserves contained in the hills. Defence 13. hears about the case and declares that he will kill each and every man who sat in judgement on his beloved little brother. Died North Dakota. Wis 8. Bean died after a drinking binge in 1903. BAB +3. and they too began to prepare. Luck: 12. and responded in Spanish. The murderer's brother./5
Judge Roy Bean
191
Steve Hunting (order #3510822)
2
. Crazy Horse. touch 13. and the second was met with incomprehension and anger.
ft/. HP 43. In 1868. The unfortunate rustler spoke no English. Improvised Weapon Proficiency. Cha 15. SV Fort +6. Intimidate +11. They is three kinds of human – white men. niggers. Will +1. Int 10. Perform (acting) +9. Knowledge (law) +2.

Sitting Bull’s adopted brother and war chief of the tribe. Will +6. but also operated a branch of the Underground Railroad for runaway slaves. Inspiration. Characters might have to stop local bands of Sioux from doing something foolish because they believe Sitting Bull will soon be joining them in a war on the white man. Con 15. Cha 17. Grap +13. the Ghost Dance religion reached the reservation of the Sioux. Sitting Bull too was forced to surrender – there were too few buffalo left alive to support his band. He was taken as a prisoner of war. Dex 15. a strong warrior named Gall. They would have to avoid army patrols and the bands of Sioux warriors. Indian Trade Musket). the fate would be much less pleasant. HP 65. and died on the spot. Perform (oratory) +13. A group of Sitting Bull’s ardent supporters tried to stop them. A column of troops under General Custer attacked a Sioux camp on the Little Big Horn. Custer made a last stand on a ridge. The characters could be American agents sent into Canada to scout the Sioux encampments. Cleave. rallied the fleeing Sioux and forced one of the army’s flanks to turn back. Wis 14. write and use the weapons and technologies of the white men. Survival +12. they sent a squad of Indian policeman to bring the great chief in. hatchet) or +12 ranged (1d10/18-20/x3. The characters could be sent by Joseph to send word to Sitting Bull. touch 19.
W i l d B i l l H i c kok
•
Hickok’s father was a general store owner. and briefly became constable of Monticello township. Those Sioux who remained were either hunted down or forced to surrender and move to a new reservation. Space/Reach 5 ft. and moved to a reservation. Sense Motive +12. the Sioux were hunted.SV Fort +9. There. He left the reservation briefly in 1885. Send Them On The War Path. even if entirely untrue. the mere invocation of Sitting Bull's name can be a significant event. Talents: Hunter: Vanish into the Wild. Vocations: Hunter. Fearing that Sitting Bull would take advantage of the unrest caused by the Dance. Greater Inspiration.. but in 1855 he fled to Kansas after a fistfight with another teamster – Hickok believed he had killed Charlie Hudson. Handle Animal +5. More and more white soldiers came to the Black Hills.
•
•
A d v e n t u r e I d eas
Strong Hero 5/Dedicated Hero 4/Charismatic Hero 4. Chief. Intimidate +13. during which he met President Cleveland. hatchet) or +12 ranged (1d10/18-20/x3. to participate in Buffalo Bill Cody’s Wild West Show. but Sitting Bull quickly tired of white civilisation. BAB +10. Brave. South Dakota. • When Sitting Bull took refuge in Canada. Spot +12. Int 12. and in the fight that broke out Sitting Bull was shot twice.Rogues Gallery
Sitting Bull was unconvinced that this victory matched his vision. and he was proved right some weeks later. and ambushed the main column of Custer’s men as they passed through a ravine. Speak English. Hickok was obliged to help his father in this. if
Aka James Butler Hickok. but had in fact merely injured him badly. Rumours of his coming. and given no aid or shelter. He was the last Sioux to surrender his firearm. Characters trying to get rich quick could risk mining the Black Hills. He remained defiant and proud. Diplomacy +21.
captured by the latter./5 ft/. although he did acknowledge the importance of the next generation of Sioux learning to read. could cause great turmoil in a community. the government decided to have him arrested. Hickok joined the militia. Str 16. Skills: Concentration +12. A few of the Nez Perces Indians under Joseph did made it across the border. Dodge. but was surrounded and destroyed. still considering himself great chief of the Sioux and keeping to the old ways. Full Atk +13/+8 melee (2d4+3/19-20. and met up with the Sioux. Feats: Indian Weapons Proficiency. or even to drive them back into the United States. By 1881. Rep +25. Init +2. and returned home. perhaps he could have sent aid and guides and helped the rest of the Nez Perces cross into Canada. Ride +14. Following this victory. Simple Longarms Proficiency. Track. Brave: Dedication. Leadership: Co-ordinate. flat-footed 17. More Sioux and Cheyenne from nearby camps came to the battle. Chief: Smoke the Sacred Pipe. Luck: 18. he was virtually ignored by the government there. Alternatively. Animal Affinity. Trustworthy.
Sitting Bull
As one of the greatest Indian chiefs. Died 1876. After considering various options. If Sitting Bull had known of Joseph's intentions. Defence 19. Atk +13 melee (2d4+3/19-20. In 1890. If found by the former. The battle quickly became a massacre. Power Attack. Wise Leadership. Spd 30 ft. they would be arrested. 1837.
192
Steve Hunting (order #3510822)
2
. Born Illinois. Ref +6. or to persuade Sitting Bull to surrender. and Sitting Bull was forced to lead his people north into Canada. Indian Trade Musket). Canadian diplomats could be sent to the Sioux. Combat Reflexes. Read the Land. Rage.

Con 14. Vocations: Stableman. and the ranch hand being blasted with a shotgun. Simple Longarms Proficiency. Gunslinger. hunting down deserters. he went there to gamble. Gunslinger: Improved Quick Draw. and ended up fleeing Hays after drunkenly shooting two soldiers in a bar brawl. even if they have no real idea how to police a community. but lost the election. 1876. If the characters are friends of Bill. and the freight company sent him for treatment in Kansas City. A drifter named Jack McCall came in – he had lost $110 dollars to Bill the day before. bowie knife) or +9 ranged (1d6/19-20. Talents: Stable: Masterful Driver.. Having a loose cannon like Wild Bill in town could make their lives even more difficult. Luck: 5. serving as a wagon master. He tried to become sheriff of Ellsworth Country. Init +5. SV Fort +6. Diplomacy +6. Colt Navy). Fan. Skills: Concentration +5. Mike Williams. he was then sent to Rock Creek Station on the Oregon Trail. Space/Reach 5 ft. Feats: Literacy. Track. Full Atk +8/+3 melee (1d6+2/1920.He took a job as a stagecoach driver on the Santa Fe Trail. Defence 21. aces and eights. Search +6. He married a circus owner called Agnes Lake. He served there for less than a year – he got into an argument with the owners of the Bull’s Head Saloon (the décor offended the city council of Abilene)./5 ft/. and a teamster called Strawhim for shooting up a bar and causing a riot. Grap +8. He became a deputy marshal instead. Simple Sidearms Proficiency. at the impressive rate of $150 dollars a month plus a percentage of fines. then became a wagon master of freight trains working for Russell. McCall shot him in the back of the head. he was playing poker in Deadwood’s Saloon No. for facing down a lynch mob. HP 52. Gamble +5. before drifting westwards once more. Will +3. Just as Wild Bill Hickok was deal the famous ‘dead man’s hand’ of a queen. BAB +6. it is said that Wild Bill never again fired a gun at another human being. he worked for Buffalo Bill on his Wild West Show. He lost the next election for sheriff to his own deputy. Tensions rose between the two. so Bill could sit against the wall. Law Enforcement: Silver Star. Two-Weapon Fighting. In 1871. he accepted the post of city marshal in the wilder cowtown of Abilene. While leading a train through Raton Pass. and he left the job at the end of 1871. Atk +8 melee (1d6+2/19-20. Unbreakable: Remain Conscious. Survival +7. Hickok joined the Federal army. Wild Bill twice asked Massie to switch seats. Damage Reduction: DR 1/-.
•
Adventure Ideas
The career of Wild Bill shows that almost any character can become a lawman if he has the skills to enforce the law. and had possibly been paid $200 dollars by enemies to shoot Wild Bill. In actuality. but was badly mauled. Colt Navy). Hickok killed the bear with pistols and knife. flat-footed 18. Drive +6. he was attacked by a bear. Hickok shot him dead. who was also the mistress of a rancher named Dave McCanles. Int 10. Scout: Trailblazer. Quick Reload. and a short fight broke out between the crew of the stage depot and McCanles’ cousin and ranch hand. Later that year. and riverboatman Frank Massie. in Abilene. The Texans put a bounty of eleven thousand dollars on his head. he began seeing a woman called Sarah Shull. Animal Affinity. Handle Animal +9. which included Hays City. bowie knife) or +9 ranged (1d6/19-20. laughing that ‘no-
one was going to shoot him in the back’. and later as a spy and guide. A bunch of characters could be hired as sheriff and deputies in a growing town. where he killed Dave Tutt after an argument over cards and a girl named Susanna Moore. To recuperate. especially if some young gunslinger decides to make his reputation by going up against the legendary marshal of Abilene. Spd 30 ft. Knowledge (law) +5. Cha 15. which ended in the cousin being hacked to death with a hoe. and in the ensuing brawl. Hickok killed one of the owners and (accidentally) his own deputy. 1869 saw him become sheriff of Ellis County. 10 against owner Carl Mann. Simple Weapons Proficiency. From 1872 to 1874. Rep +10. a wild frontier town. Brawler. Intimidate +7. but Massie refused. After the war.
Wild Bill Hickok
193
Steve Hunting (order #3510822)
2
. Ref +7. During his tenure there. Str 14. and became a scout for Custer’s Seventh Cavalry. gambler Charles Rich. Lawman. touch 21. This refusal to fight could bring Bill into trouble.
•
Fast Hero 5/Tough Hero 5. Majors & Waddell. Improved Two-Weapon Fighting. he shot a cavalryman named Mulrey for resisting arrest. After accidentally shooting his deputy. He left Springfield and moved to Fort Riley where his brother worked. There. He obtained his nickname during this time. Wis 12. they might have to deal with the young gunfighter without violence. he became a gambler in Springfield. Scout. but soon went ‘prospecting’ in Deadwood. Ride +10. On August 2nd. Dex 16. until McCanles attacked the stage depot. Missouri.

the final shape of the land is still very much undecided. The genre manages to be both timeless – almost every Western story that is not directly tied to a historical event takes place in a mythical. although some players are quite happy to go out in a blaze of glory. or the characters may have been hired to be the agents of someone else’s revenge. as nostalgia for a vanishing West is a common part of almost every story. He may have given his word to do something.
194
Steve Hunting (order #3510822)
2
. This chapter describes how the Games Master should adapt his play style to the genre. from stereotyped Indian savages to a more generous portrayal as a noble and wise tribal people). The characters have to find their target and destroy him.
Th e W e s t e r n Genre
There are several classic themes that show up again and again in Westerns. Whatever the source of the duty. in fact – the earlier Westerns had shining. but important enough to be worth emphasising on its own. If the Games Master wants to run a slightly cheesy 50s Western where the characters are all God-fearing square-jawed sharpshooting heroes who do good and save the day. Using one of these as the basis for a game will make it feel much more like a familiar Western. faultless heroes as their protagonists.
‘Westerns’ immediately conjure up images of cowboys riding the range. of duels at high noon and lawmen blasting away at outlaws. eternal West – and simultaneously fading. so it is up to the characters to choose a side and ensure that it wins out. or he
W e s t e r n T h e mes
Games where neither side is definitively ‘right’ and where disputes cannot be arbitrated by a high authority push the burden of resolving the story onto the players. The target of the revenge may be someone who wronged the characters. • Revenge: This is a variation on ‘A Man’s Gotta Do’. The flipside of this theme is community building. there must be a strong reason for the character to not do what he has gotta do. Similarly. The Games Master should discuss with his players what sort of Western game they will play together. More effective is a conflict of interest – if the character completing his duty will ruin something else. not a posse of morally perfect heroes. To make this work in a roleplaying game. then the choice to complete the duty becomes much more interesting. However. (The depiction of Native Americans similarly changed. dispossessed natives. Coming back to exact vengeance on a wrongdoer is a common theme. a feisty prostitute and a one-legged miner with a dark secret is less than ideal. a darker game set in a more realistic version of the West calls for a drifting gunfighter and a crooked thief. it could be a result of his chosen profession. he will discharge it or die trying. when there was no clear authority and no generally accepted way forward. while later reactionary movies and novels focussed more on antiheroes. It was a wild time. Two broad trends can be tracked. • A Man's Gotta Do What A Man's Gotta Do: A character has some duty that he must complete.
oleplaying in the Wild West presents a unique set of tools and challenges for the Games Master. very little of the West is really unexplored by the time of the classic Western. This is probably the simplest Western plot – the conflict is a very literal one. Different groups – farmers.Games Mastering
R
Games Mastering
may have a debt to that he must repay. ranchers. where different groups learn to live and work together. then having the players show up with a consumptive gambler. • Taming the Frontier: This is perhaps a misnomer. Governments and legal authorities are a far-off thing in the West. Overwhelming odds are one option. different religious groups and so on – all clashed over the land.

if the dispute boils over into the out-of-character arena. If kept in character. The best solution is to keep all the characters at the same rank or give them all unique specialities that are outside the chain of command. it can cause problems. The character might have come from the east.
The Western is a character-driven setting. Secondly. This theme fits very well with the mission-based structure of roleplaying games. he may be the danger from outside as an outlaw. so it makes sense to reinforce this by setting them apart as killers and gunslingers too. they cannot put their status as killers behind them. Any military game must deal with the problem of chain of command – if one player character is in charge of the others. the character may be drifting. there can be internal tensions and disputes within the group. the character has some driving goal to accomplish out West. but he is never part of it. apparently devoid of a past. and is now trying to make a new or better life for himself or to find his fortune. In the first option. he may even defend it as a lawman or hired gun. then this tension can provide an interesting story.
Western Characters
Why Is The Character Out West?
•
Cavalry vs. ranging from simple shootouts. The player characters are already set apart from others by their very nature as player characters. or they might be well prepared and even arrogant. The gunfighter is outside civilisation – he may intersect with it in saloons and jail cells.
Really. which can serve as the hook for scenarios. Indians: The long-running Indian Wars provide the backdrop for many classic stories. Characters who live by the gun tend to die by the gun.
195
Steve Hunting (order #3510822)
2
. the character may be born and bred in the West. Having player characters that work in the setting is the foundation of a good Western game. no matter how hard they try. chases and rescues of virtuous frontier women kidnapped by dastardly Injuns. there are only three answers to this question. Thirdly. Characters who came from the east may be still be somewhat green and unsure of themselves. a second or even third-generation settler. to more complex questions about the morality of war and the clash of cultures. even scenarios about mining or survival in the wilderness will turn on a character’s personality and decisions.•
The Power of the Gun: The gun has an obviously iconic status in the Western.

or will it merely be hinted at? Who was the character before he started drifting? (As an aside. or who once rode with the father of another character.Games Mastering
If the character is from the West. (See Quirks. Even if the character is a tough. the character has family relatively nearby – what are the character’s parents doing? Are they still alive.
What sort of person is the character? Generous or miserly? Kind or cruel? Does he laugh easily.
The Hero Alone
Indeed. lonesome drifters. or who shot each other
Back Histories
196
Steve Hunting (order #3510822)
2
. so one gunslinger may have dealt with another in the past. or is he stern and sober? How does he relax? Did he favour the Union or the Confederacy. Give the character a personality quirk or tic that makes him memorable. or does he not care either way? What is the character’s attitude towards Native Americans? It is not necessary for the player to plan every aspect of the character’s personality in advance. it is generally best to leave this sort of background to higher-level characters. page XX). or unless he just recently started drifting). and have an ensemble cast. The Games Master should make it clear that having nothing but drifting clones of Clint Eastwood will not work. a character who is apparently without a past is almost certainly hiding some dark secret or tragedy. It is rather silly to have a first-level character walking around with a big dark secret in his past – unless the dark secret belongs to his family as opposed to the character himself. Will this be uncovered in the course of play. it is common in Westerns to tie characters together through previous associations – characters who know each other through previous adventures. then he should be distinguished from other tough. are fundamentally group activities.
Personality
One major aspect of the Western is largely incompatible with roleplaying games – the classic Western hero is a lone hero. Roleplaying games. While the lone hero works very well in movies or books. a taciturn gunslinger possessed of an indomitable will. Lone heroes do not work in most games (there are exceptions. where the character’s inner psychological struggles or single-handed victory against all odds can be explored for the benefit of the audience. which are discussed below in Group Structures). as most of the personality should be revealed or discovered in the course of play. or is the character hunting down the outlaw that shot his pa? Reputations and past associations mean a lot in the West – characters will usually have heard of others in the same field as themselves. lonesome drifter. on the other hand. a few broad strokes are fine. Finally.

As mentioned earlier. as it gives the characters a bond to each other without necessarily having to get on. but each of them can have a different set of skills that help them reach that goal.
Hero & Supporting Cast
A simple option is just to declare that all the characters are friends. Bands of brothers are a common theme in Westerns. this structure works well for one-offs and emulating several classic Westerns. and all the characters are designed to fit into this structure. but there should always be an undercurrent of danger that can be played up in important scenes. Sample group structures include:
Group Str u c t u r e s
All the characters work for the same organisation. and may not suit every player. all players have seen the movies or even read the novels. and they will move on to the
Friends & Family
If the Games Master does not want to impose a structure onto the group. forcing the Games Master to run four or five parallel games for four or five characters who have no connection to each other. the second can produce more interesting intercharacter dynamics and plots. They could all work on the same ranch. but instead of the characters pursing a single overarching main goal and getting into smaller adventures along the way. or all be part of the same mining company or wagon train. The players should co-ordinate their characters’ back stories to explain how the characters met up and became friends. Having the players discuss their characters’ backgrounds and past histories can weave their characters into the plot. The first option is easier and ensures group cohesion. though. though. This is a variation on the Posse structure.
The Posse
This structure is trickier than the others. then he must try to bring the characters together to a degree. and everyone else plays the ‘support cast’ – the love interest. Still. here the characters are dealing with a series of problems or challenges that face their mutual company.
Making a Western character is easy enough. These tensions should not be so great that the group dissolves in the first session. The aim of the posse does not have to be about bringing someone to justice. the plucky young greenhorn who idolises the gunman and so on. or else the Games Master and players work to form the group of player characters during the early sessions of the campaign.back in Abilene ten years ago. as the posse will dissolve once their quarry is found (unless the members of the posse have become friends and continue to work together afterwards). A character should not have too many connections or events in his back history. most Western heroes tend to be solitary – how does the Games Master bring all the player characters together? There are two basic ways to do this – either the Games Master and the players choose a group structure. and will carry the bulk of the action. See Unfinished Business in Character Creation. for example). page XX.
The Company
All the characters are part of a posse. Here. but also runs the risk of the characters never meeting up properly and going off in different directions. not start at the end of a character’s career. it gives the Games Master lots of extra non player characters to play with or put in danger (‘you’ve all got to ride down to El Paso to rescue your sister Daisy’). this structure works equally well with a group of characters working to defend a town. or to bring the runaway son of a rich industrialist back to Boston. A variant on this structure is to have all the characters be related to each other. They travel together because that is what they have done for years. assembled to hunt down some miscreant. This can be a bit bland. one player has the gunslinging character. the innocent settler who is being defended. or be members of the Pinkertons detective agency.
Working Without A Group Structure
197
Steve Hunting (order #3510822)
2
. unless the players also include conflicts or tensions within the group. you want to make the character’s legend during play. but it does get the ‘lone gunman’ style down pat. This structure works best for minicampaigns with a set end in sight. The characters all have a mutual goal. Some players also really enjoy the chance to get into a minor role. as well as in Western history (the Earps. Having all the characters be members of the same family can be a very useful structure. The gunman will usually be several levels higher than the rest of the group.
next job or next adventure together.

the key is getting the characters together for the first session – once the group of characters is together. and that any plot the Games Master has in mind may not ‘capture’ (involve) all the characters. The downside is that the characters may never meet up. and let them meet up. a Games Master can work his head into knots trying to come up with a job that might appeal to a soiled dove. wandering preacher. This lets the players form their own intercharacter relationships. but each plot is largely self-contained. characters may recur from one adventure to another.
O n A S t a g e c o ach
A variation on chance meetings. This really only works when all the characters are open to being hired for a similar job. the characters just happen to encounter each other and fall into a company.
Recruitment
Before getting into the actual plot of the campaign. This can be very interesting if done correctly. and can also work in Westerns. and have him recruit the other characters to help him with it. or waiting in a doctor’s office. Here. but it may never get resolved.
Y o u A l l M e e t U p In A Saloon
introductions and set-up entirely over to the players works very well (‘OK.
Or on a train carriage. but also ensures that no one gets left behind or out of the group. handing the initial
C h a n c e M e e t i ngs
An episodic game behaves like a series of movies. they tend to stay together. Often. which is a problem with the Chance Meeting option. or in any other place where characters of different types and different social strata would rub shoulders. Discrete or Continuous
Here. All the Games Master needs to do is put the characters in the same town. give one character a mission. There may be an overarching plot. All the characters happen to be in the same bar when a stranger walks in and offers them a job. and willing to work for a good cause – sort it out’). as the characters form relationships in play that would never have been predicted normally. all of the characters must have clearly useful abilities to offer. Still.Games Mastering
It works in fantasy games. though. I need all your characters to be in the church at sundown. ‘you all meet up in a saloon’ is quick and easy and can work with many common groups of characters. as it can easily be isolated or overturned in the middle of nowhere to force the characters to work together to survive. bank robber on the run and half-breed scout. the Games Master should decide on the following options:
C a m p a i g n D e s ign
Time: Episodic. A stagecoach has a special appeal. One game may lead right
198
Steve Hunting (order #3510822)
2
. For Recruitment to work.

while the law was far away in most places. Finally. Flexible history tries for the best of both worlds – it bases itself on real events. and the players cannot be sure what events have actually happened. and plots may resolve themselves or linger on indefinitely. This style of play works best with players who are enthused about genuine history – if a well-meaning Games Master spends ages researching and designing his game. Few gunmen ever actually killed anyone. or the exact penetrating power of a Peacemaker. If the year is not set. print the legend and run the game.
is that it is hardly history at all. focussing more on the style and atmosphere instead of the niggling details of ‘correct’ history. (Try starting a game with ‘you’re at the OK Corral. maps. with no gap of time between the two. The downside of historical gaming is that sources do not always agree. diaries. iconic West. Instead of working out what the nearest reservation would have been. handouts and so on. many movies have the hero blasting away and piling up bodies left right and centre without remorse or
Life: Precious. but when history and game clash. There are always large gaps of downtime between sessions. Killing had consequences. Cheap or Variable
There is a wealth of information on the historical West. A sufficiently motivated Games Master can dig up photographical references. Flexible or Mythic
199
Steve Hunting (order #3510822)
2
. Roll for initiative’). Every town is a single dusty street with a swinging-door saloon and moustachioed barman. A continuous game has no gaps at all – time progresses just as it does in real life. and those who shot multiple people were even rarer. It is a slightly exaggerated version of the West. but even the most famous gunfighters were involved in no more than a dozen shootouts. By contrast. and gains made by characters may be lost by the start of the next adventure (it does not really matter if the gambler made his big score at the end of the last game – he always fritters it away during downtime and starts penniless at the beginning of every adventure). the good guys wear white hats and the bad guys wear black. Recurring characters other than the player characters are rare. and there is no overarching plot. the other two are much more suited to a style of play based on fiction. The downside of mythic history
History: Real. it had a long memory and the penalties for a shooting could catch up with a gunfighter years later. facing down the Earps. Certainly. and put the players in the place of historical figures. killing was alarmingly common in the West. so it is entirely possible to run a game based directly on historical events. or there may be weeks or even years of downtime between game sessions. and the game can get lost in arguments over the cost of flour in 1860’s California. but leaves enough ‘wiggle room’ to cope with the wild-card actions of players. This is the best structure for ‘realistic’ historical gaming. the streets of every town were not littered with lead-riddled corpses. too. mythic history ignores real-life events and facts in favour of an idealised. there are simply doggone Injuns in those hills. he is likely to be disappointed when a bunch of players who just want to be Clint Eastwood run around shooting people and fail to appreciate his careful reconstruction of Dodge City. then could a character have lost a brother at Custer’s last stand at Little Big Horn?
Hollywood has lied to us. A discrete game has each adventure be entirely selfcontained. Flexible history tries to get the history right.into the next one.

drifting through the West without any real direction. It may not be realistic.consequence. will be. so the players need to know how their characters should behave in the current campaign. (This mirrors some movies very well. if the overarching plot gets resolved. they are hired to defend a community against outlaws. As a rule of thumb. They ride through the West. but the killings in vast bloodbath at the end of the movie are barely mentioned and are far less significant. then the plot will once again turn into ‘the characters run from the law’. The characters never put down roots or make long-term connections to anything. To keep the players involved. Westerns vary greatly in the severity of the consequences of killing. if any. Here. Any death will attract attention. This style of play can include an overarching plot – the characters could be searching for something. While there may be consequences for a killing. but combat is fun in roleplaying games. It gives the Games Master a great deal of flexibility. another is her brother. the characters are basically wandering around looking for plot hooks to get involved in. and does let the players play through any possible Western plot imaginable. the characters can shoot the nameless extras without worrying about consequences. looking for situations where their skills can be used for good. but it is best to use this plot as a reason for the characters to keep moving instead of a source of adventures. the week after that. but works quite well in a roleplaying game. but the shooting of a character significant to the plot will have bigger ramifications. other roleplaying games also tend to teach the players that the only good enemy is a dead enemy. This structure is suited to an episodic campaign. then a killing is an important thing. then killings are common and the characters can blaze away with impunity. a saloon keeper falls ill and asks them to run his bar for a few weeks. A campaign structure outlines both how the different game sessions will be connected. They are being hunted by a vengeful sheriff who wants to arrest them for their previous misdeeds. in the next. where the plot is kicked off by an important killing. and also encourages players to consider their action and use tactics other than gunfire. In a game where life is precious.
Games Mastering
The characters are wanderers and vagabonds. and the characters may have to leave town to avoid being arrested. This can be expanded to ‘miniseries’ for a finite campaign. Each scenario in the campaign has the characters running across some situation that needs their intervention. • A gang of former outlaws have a Road-toDamascus style conversion following a meeting with a mysterious preacher. Most games have either areas where there is no legal consequence (‘killing things in a dungeon’) or where consequence must be avoided (‘the police can’t handle the cult of cosmic evil. A game where life is cheap.) The key is to give the characters an idea of how much consequence there is in the game. The characters can shoot freely – as can the non-player characters. with a different setup to the game every time. they come across the corpse of a murdered miner and are involved in a race with his killers to a find a cache of gold. A more extreme option is to model the campaign
Campaign Structures
•
200
Steve Hunting (order #3510822)
2
. but also what the overarching plots of the campaign. it can throw the Games Master’s plot off course. (For that matter. which will be the major continuing element of the game. assume that any character with a name is significant to the plot. another an old friend of her father and so on. While this is historically accurate. a game where the value of life is variable is something of a cheat. the game should focus on the relationships between the characters. and that lethal force is usually the best option). The downside of this structure is that the players are encouraged not to get too involved with any of the plots – they must always ride on. One week. then the characters may have no reason to stay together and keep drifting.
High Plains Drifters
An aside: campaign is a term derived from military wargaming. the end of every game has them riding off into the sunset once more. and decide to redeem themselves by helping those in need. She travels with a band of characters who have vowed to protect her – one is a mysterious gunslinger. Warrants and bounty hunters may dog their heels for years. this will be a rare plot point. A beautiful young girl is looking for her long-lost father. If a character gets into an argument in the saloon and shoots someone before the game really even begins. Finally. which has come to be applied to continuing roleplaying games. with a definite ending in store for the game. not the usual result of a shootout.
on movies – this takes the episodic structure to extremes. or on the run. we have to deal with the cult without alerting the authorities’). The term ‘series’ may be more suited to an episodic game.

For example. the miners have to defend their claim against claim jumpers and thieves. deputies. Graves are being desecrated and bodies
Building a Town
The characters are all working for the same business. This structure does limit the sort of characters that the players can have. while the saloonkeeper wishes for more people to indulge. Then. bounty hunters. her money-grabbing manager. in fact. However. a team of newspaper journalists are on the train to meet their investor. even an outlaw gang. claiming that a few mountain men and outlaws have been causing trouble on the edge of his land.The characters are sheriffs. Their adventures stem from threats to their business – the ranchers must go on a cattle drive each year. a ranch. In this structure. the preacher might want to ban gambling and alcohol in town. The landowner is known to be trying to expand his holdings – there is a well near the edge of his land which is the only water for miles around. There is a town in the valley below that will be buried if the dynamite triggers a second landslide. a blood feud between two local families and so on. • A famous opera singer is doing a tour of the West. and soon the word on the street is that the gang are going to try to bust him out. another the mayor or preacher or judge and so on. • Another team of miners using dynamite accidentally trigger a huge landslide. A member of a well-known and wanted gang of bank robbers is found dead drunk on the floor of the local saloon. However. • A large landowner contacts the characters. Strange lights have been seen on Boot Hill. but it is a quick and easy way of getting them involved in interesting and potentially violent challenges. who is using the characters to launder his dirty money. The characters must protect and guide the development of their town. If they try to arrest him. and could explode at any moment. but his reputation is a fearsome one – he is a stone cold killer. The characters need this cash to stay in business – what do they do?
•
•
•
This variant campaign combines both the Law and the Business campaigns. Let each player take a specific role in a town – one might run the saloon. whose family was crushed in the initial landslide and who now blames all miners for his loss. bringing her to the town would be a significant and profitable coup for the characters. and which would be worth killing over. the larger ranches also employed men to hunt down troublesome rustlers. rumours start that their benefactor is actually a thief and swindler. The various stagecoach and rail companies employed detectives to keep an eye on their vehicles. the singer is something of a diva. Then. The characters arrest him. The characters have to climb the mountain. a war. The dynamite is old and rather shoddily made. but the player characters discover that half their dynamite supplies are still up on the mountain. who seems to have almost endless resources of cash. The actual adventures can of course be much more interesting and complex. there is a good chance they will all end up dead. the characters have a regular source of missions – crimes to solve. Most adventures have the characters dealing with some threat to their town – a flood. not to mention dealing with drunken cowboys who do not appreciate opera. he is also a close personal friend of the governor. The team are killed. He is. and will only work in the best of conditions. The characters must make their rough-and-ready town acceptable to a finicky European singer. or head out and save the stagecoach? Is the prisoner lying to them as part of some cunning feint? A famed killer rides into town. Their efforts are hampered by a grief-crazed settler. outlaws to hunt down and so on. a mining company. problems to deal with. but the business provides the initial hook. making decision on how it will grow and keeping the law there. and faster than greased lightening. another owns the general store. Rumours of ghosts and spectres are running rampant. the prisoner tells the characters that the gang are actually going to hit a stagecoach a few miles outside town. What do they do?
The Law
iron horse right into the heart of America and make war on the streets of Washington. Inter-character politics can also play a part. He has numerous warrants out for his arrest. and therefore the characters must be very careful when investigating the matter. a newspaper. far more dangerous and skilled than any of the characters. a deranged assassin and a dangerous outlaw who is coming to town to hear her sing. recover the unstable dynamite and deal with it safely. Do the characters stay in town and guard their jail. soldiers or just hired guns with a knack for investigating mysteries. The characters are sponsored by an eccentric nobleman from Europe. when the train is hijacked by an Indian chief who intends to ride the
The Business
•
201
Steve Hunting (order #3510822)
2
. another could be the sheriff.

turning to crime only when things are hard. A (partial) list of such elements might include:
Adventure Design
Cowboys: Even if the nature of the cattle business never plays a part in the scenario. they must be rallied to a cause. and being asked to do the impossible. or something more sinister?
o o
Harsh and tough Drunken and aging
Games Mastering
A good Western adventure requires careful planning. cattle and their handlers were a major part of the West. or a wild card that they must win over in order to survive. Part of the appeal of the Western genre is that there are a set number of elements that recur again and again in different combinations. o Honest pilgrims heading West o Looking for a male relative who went West earlier o Helpless greenhorns o Being menaced by another group Outlaws: Switching between the two sides of the law was relatively common. The Games Master needs to arrange things so the elements lead up to a classic confrontation. Cowboys can be heroes. What is going on? Grave robbers and moonshiners. By contrast. ordinary people are the victims who must be rescued or protected. Getting help from the nearest fort
•
Gunslingers: Most Westerns end with a shootout. Unlike the law. in the pockets of local authorities
People
•
•
•
202
Steve Hunting (order #3510822)
2
. o Despicable and cruel o Planning a big heist o Framed and innocent o Feuding and self-destructive Lawmen: The presence or absence of the law makes a huge difference in a Western. Dealing with rustlers Driving a trail herd Young and inexperienced Old and leathery Army: Like the law. however. Sometimes. a step in the ‘civilising’ of the West. or learn to survive in the West. then it is up to the characters to take the law into their own hands and do what is right. o Honest and upstanding o Corrupt. then the characters must ensure that it wins out over dishonesty. games where the characters are part of the army will emphasise discipline.exhumed. If the embodiment of the law is absent or corrupt. the army and especially the cavalry is usually portrayed as an unstoppable force – when the army shows up. o Reluctant and retired o Mysterious and mean o Young and eager Settlers: Usually. A character might be an outlaw one season and a farmer the next. Others are habitual criminals. villains or mere bystanders. one way or the other. lack of resources. If the law is present. then the game is over. so those who live by the gun are important figures. or taught to fight for themselves. who will keep killing until it kills them. the army is a symbol of authority and law. A non player character shootist should either be a major threat to the characters.

and may require help from others in order to live. and the character does not know which of them is currently trying to kill him. any of these could be the setting for a shootout. a box full of gold. Survival: The characters have to survive in dangerous conditions. and they are out for revenge. the characters will be able to move on – assuming they live long enough. or the person does not want to go. Native tribes can also be allies. o Tiny one-horse towns in the middle of nowhere o Chaotic and wild boom towns o Cities trying for growth and respectability o Ghost towns Places in town: In addition to being a vital part of the town’s economy. The mission: The characters must deliver an item or a person safely through hostile territory. o Badlands full of mesas and broken rock o Deserts o Scrubland o Mountains o Forested hills o Farmland o Open range Places outside town: Getting to any of these places will require passing through the wilderness. gambling) will determine who gets the resource o The problem is finding the resource Revenge: Someone has wronged someone else. making their few victories all the more impressive. Variations: o A contest of skill (shooting. o Stagecoach o Trains o Pony Express o Wagon Train o Cattle herd o Buffalo herd
•
Towns: The main street of town tends to be the setting for any big confrontation. They may intend to use the player characters as instruments (or targets) of this vengeance. o Lots of people have a grudge against the character. a woman. such as a storm or blizzard. the threat of attack from natives was exaggerated – they were massively outnumbered and outgunned. o Saloons o Bank o Sheriff ’s Office/Jail o Livery Stables o Brothels o General Stores o Dry Goods o Church o Courthouse o Opera House o Dance Hall Outside Town: Out in the wilderness. o Mining camp o Small settlement o Indian village or reservation o Army fort o River crossing or ferry
Locations
Classic plotlines include: •
Plots
•
Dispute over some contested resource: Multiple sides are after something – land. Soon. control of a town or water supply or some other valuable item. o There is a time limit on the mission. o The character has no idea why the avenger hates him. or it may be a simple situation of might makes right. the characters have no one to rely on except themselves. Variations: o The danger comes from a temporary phenomenon. Perhaps one side has a genuine claim on the resource.Local problems have to be sorted before they arrive Escorting an important cargo or dignitary Indians: Historically. Variations: o The item is dangerous. from shootouts to hangings. Variations: o The revenge is misguided. hiding places. advisers or local colour. Hostile and dangerous Old friends of a character Defeated and diminished •
o o
Rail bridge Stagecoach way station
Travelling Locations: These locations may also play a part in the game. o The danger comes from the current
•
•
•
•
•
203
Steve Hunting (order #3510822)
2
.

then it is generally a good idea to give the characters the same information that the players have as soon as possible. • Defence of the homestead: A location is going to be attacked for some reason. Variations: o The characters know they will soon be attacked. Try giving every element in the diagram at least two links to other elements. keep moving. the Games Master will design scenes that may or may not take place. but there must also be plenty of room for the player characters to affect events.) If cut scenes are used. although they tend to complain and pretend to be much more uncaring than they actually are. carefully planned and visually breathtaking scenes) will often be shootouts or other dramatic confrontations. Most Western characters are tough and able. the characters should be told of the attack of the farmhouse early in the game.
Games Mastering
Another useful trick is starting the game off with a cut-scene – describe events happening elsewhere that the characters do not know about.
Beginnings
One very useful tool for plotting a Western game is plotting the various elements in a diagram. Forcing the players to make in-character decisions while ignoring out-of-character information is rarely well received (that said. For example. and the characters must act to defend it. then the players are immediately interested in finding out what went on. Mix adventures where the characters intervene on behalf of a non player character with adventures where they themselves are threatened or hired directly at the beginning of the game. the Games Master must start putting them together. Indeed. o The characters must break out of a besieged location and go for help. These ‘set-pieces’ (the term is drawn from movies. ones that can be slid around. imagine a scenario where the characters are hired to defend a town against outlaws (ala the Magnificent
Middles
204
Steve Hunting (order #3510822)
2
. ambiguous relationships and past associations between characters are common themes.location. who carry off the farmer for some reason.
Every plot needs a twist of some sort. it lets the Games Master describe the villains and build them up as threats without trigger-happy players taking pot shots the moment the bad guys show up. They will also protect those in need. but their characters do not. an added complication to keep the players on their toes. This immediately shows the players who the villains of the scenario will be (and. In the above example. it is better to let the players get their characters involved than it is to force them into a scenario that does not directly affect them. just like a story. A dramatic opening scene works wonders – dropping the characters into a hazardous situation or describing some wide-open vista and letting the characters ride in. usefully. and must find a secure location to defend. Western characters usually head into the saloon and get drunk/into barroom brawls/insult the sheriff ’s patronage/ spontaneously decide to turn outlaw/fall in lust with females and so on. referring to elaborate. In general. and find signs that someone was carried off by the raiders. and you will survive. a middle and an end. While modern characters tend to sit around nervously and wait for the plot to start. Most Western plots hinge on a very limited number of characters and locations. Do not be afraid to let the characters ride into town and amuse themselves for a while before getting the plot kick-started. but that will interest the players in the plot. then the players will be on edge waiting for the gun to go off ). Having a little mystery works well – if the characters come across the burnt-out ruins of a farmhouse.
Putting The Elements Together
The beginning of a scenario needs to ‘hook’ both the characters and the players. The Games Master could describe the attack on the farmhouse by a gang of outlaws lead by a vicious half-breed with a tattooed hand. A scenario needs a beginning. Complications include: • • • • • A change in weather or conditions A betrayal The arrival of a third party or other 'wild card' A change in the goals of one party An unusual condition (the sheriff bans firearms in his town)
C o m p l i c a t i o ns
Once the basic elements of the adventure have been selected from the lists above. it can work once for a nice tense scenario – the players know that their employer is a murderous villain and traitor. and willing to work if hired. One useful trick – players enjoy the ‘Western sightseeing’ part of Western games. Often.

intending to use them to cement his authority in town. and that the characters are unwelcome and untrustworthy
sheriff wants to keep the gold a secret from the characters until after the outlaws have stolen it. E: The fighting townsfolk intend to take the fight to the outlaws – having some of the townsfolk get killed will show the players that the outlaws are dangerous.Seven). The sheriff and the outlaws then split the gold. triggering ambushes and so on. They look to the characters to solve all the problems of the town… B: …and have decided that the sheriff is of no use in solving these problems. As the
205
Steve Hunting (order #3510822)
2
. the sheriff is actually in league with the outlaws – he is increasingly unpopular in town. F: The sheriff is in cahoots with the outlaws. the sheriff has arranged for a shipment of gold to come into town. the fearful townsfolk are likely the only way for the characters to find out about the gold.
o
• •
The town sheriff The outlaws
As a complication. intend to backstab the sheriff and take all the gold. or the banker. H: The outlaws. These townsfolk can also be used to disrupt the player’s plans by shooting too earlier. and think that the village should buy the outlaws off with food and money Townsfolk who believe that they can fight their own battles. To pay the outlaws. and intends to let the characters die before he heroically drives the outlaws off. D: The fearful townsfolk know about the gold shipment – perhaps one of them is the town mayor. he can ensure that the characters fail to stop the outlaws stealing the gold. of course. and the sheriff can win glory by driving off the outlaws and cleaning up at least some of the character's messes. By telling the outlaws about the characters and their plans to defend the town. the failure is blamed on the characters. A diagram might look something like this: A: The townsfolk who hired the characters are their initial hook into the scenario. G: The gold is the outlaw’s payoff. C: The townsfolk who hired the characters generally agree with those who are willing to fight. but believe that they need professional killers. I: The sheriff lives in a small cabin outside of town – he likes his privacy. The elements of the adventure are: • • The three player characters Three factions within the town o o The townsfolk who hired the characters Townsfolk who fear the coming battle. It is these townsfolk that the sheriff is trying to win over in his plot with the outlaws.

or history for that matter. he needs to ‘sell’ him to the players. It should also. ideally. By combining one or more of the elements from the main part of the diagram with the player characters and the list of locations. show that he is as skilled and dangerous as he needs to be for the plot. They might switch the gold for a box of dynamite and a timer. (As an aside. He can use classic scenes from movies to describe events or locations in game. for example. or be offered a job as deputy by the sheriff if he gets rid of the other two. recover from the attack. having ridden with him in Texas five years ago. What if a different connection is made between each of the three characters and three different elements? One character might know one of the outlaws. The final shootout comes at the sheriff's cabin. If the characters arrive early. Once the ‘gold’ has been stolen. The sequence of events in the middle of the scenario is: • • The characters arrive in town. Another might have a relative in the town. The players lick their wounds. or visit the sheriff ’s cabin before being ordered out of town. it is relatively easy to come up with an encounter on the fly. or rally the townsfolk to bring both outlaws and sheriff to justice. as the players will probably need a tactical map of the town if they are to defend it). and then let their presence alter it as they see fit – let the characters tip the balance one way or the other. Similarly. The outlaws raid the bank. as no scenario survives contact with players. if the characters run into Doc Holliday. If the Games Master describes a skilled and dangerous gambler and gunslinger. they might stand aside and let the outlaws murder the sheriff. They meet up with the various characters and factions. assuming all the players have seen them. The end of the adventure should resolve the initial hook and most of the relationships between elements. K: The outlaws will meet the sheriff at his cabin. abstract groups like ‘fighting townsfolk’ should be personified by detailing one or two non player characters who belong to the group). The characters hear that the outlaws are coming to town. the Games Master can assemble scenes and encounters. The blank spaces on the diagram are almost as important as the established relationships between elements. and the Games Master should use them. it can be split secretly between sheriff and outlaws. The sheriff warns them of whatever traps the players have set.
Endings
N o t e s & S u n d ry
The stereotypes of Western films are very well established. These scenes can take place at any time and in any order. just saying that a mean-looking drifter bears a strong resemblance to
The Cinematic Game
• •
•
•
206
Steve Hunting (order #3510822)
2
. the characters could track the outlaws to their camp.J: The gold is actually hidden in the sheriff ’s cabin – the box that the outlaws steal will actually be empty. One of the best methods is to design a dramatic finale that does not involve the characters. Just saying ‘the house is like the one at the end of The Outlaw Josey Wales’ not only conveys to the players that the house is a tough sod house with narrow windows and only two entrances. As there are only a limited number of elements. perhaps passing judgement on one of the Western themes mentioned above. carrying off a box. In the example above. or join forces with the sheriff and take cover within his cabin while they fight off the outlaws. If they arrive late. then all that work is already done for the Games Master – all the players already know that Doc is a brilliant gambler and deadly shot. For example. and deal with him themselves. there is only one link between the three player characters and the rest of the scenario. they can confront the sheriff over his treachery. and eventually either track the outlaws to the sheriff's cabin or else work out that the sheriff betrayed them and head after him. having been hired.
Most adventures will end with a shootout or other confrontation – why mess with a classic climax? Of course. the Games Master cannot always predict how the adventure will run. However.
Games Mastering
Flexibility is key – instead of planning everything that happens in advance. There can also be links between elements that are not immediately apparent at the start of the adventure. have a moral or a twist to make it memorable. Currently. Characters can also be borrowed from the movies. Using famous characters lets the Games Master use all the pre-existing weight they have in the players’ minds. (It is worth breaking the town down into discrete locations. just plan the dramatic set-piece scenes and rely on improvisation for the rest. It is the character’s actions that will determine how the fighting or fearful townsfolk will react to them. but also gets them in the mood for a vicious siege. the finale takes place at the sheriff ’s cabin.

The Games Master should use distinct scenes. Instead of just letting events drift into each other. where the accumulation of power and wealth is a major impetus. Use cinematic language – instead of just saying ‘you ride from town to the ranch’. Cinematic gaming is more than just borrowing the sets and actors from movies and history. Indulge them in this. Think of the game as a movie with a budget – big action scenes and special effects cost money. amid the dust and heat.
Ranching Terms
Most of the colourful terms and metaphors that show up in the Western vocabulary are drawn from the various industries (ranching. finish scenes definitively and abruptly. but do not let the game spiral out of control. mining). players in a Western game tend to be more interested in acting like movie characters and being involved in cool shootouts. or a cowboy. silhouetted by the sun. used to aid ranchers on the open range. Bell mare: a female horse outfitted with a bell. or from Spanish or Indian languages.
Western Language
207
Steve Hunting (order #3510822)
2
. just describe the scene in the bar and let the players narrate their own entrances (bursting in dramatically through the saloon doors. Cimarrone: Wild longhorn cow.Clint Eastwood’s Man With No Name instantly puts the fear of God into the players. instead of beginning a bar scene by running through how the characters arrive (‘so. try to keep the language a character using close to whatever that character does for a living – the players should be able to distinguish a cowpoke from a miner from a greenhorn just by the way they talk. the piano player in the corner losing his place as they come in). riding drag was any unpleasant or difficult duty. Be generous with luck points and dramatic licence. Plural beeves. or even have a montage of images and stirring music as the characters ride. Start and finish scenes dramatically. In general. Similarly. have definite beginnings and endings to scenes. cutting once the climax of events has been reached. Involve the players as much as possible – unlike other games. Bronco: Wild or half-tame horse. even in the dark when the horses cannot be seen. Drag: The rear end of trail herd. Metaphorically. you all ride in…are you tying your horses outside? Anybody checking round the back of the bar?’). riding drag meant keeping the straggler cattle in position. the horses naturally follow the female and thus the ringing of the bell indicates the location of the entire remuda.
Beef: A cow ready for market (over four years). so they should only be used sparingly and when they will have the most impact. and emphasise scene framing. then describe the terrain. Cowpoke: A railroad employee in charge of penned cattle. though.

This term comes from the Indian practice of throwing a cup of whiskey into a fire to see if it would burn. Lariat: Another term for lasso. used in Texas.
General Terms
Arkansas toothpick: A large. Buffaloed: Confused. prepare supplies and stocks for a long winter or siege. Remuda: Herd of horses accompanying a drive. Rig: Harness. Rocker: Wooden box rocked back and forth to separate gold from rock and dirt. also applied to any frontier cemetery. If it would not flame up. interspersed with innumerable ‘ah reckons’ and other clichés can be fun. Many mountain men adopted this term to mean all money. a pinch of gold dust. the basic unit of currency in mining circles.Drover: Anyone who drives animals to market. Road agent: A stagecoach robber. the lead element in a situation. Reading sign: Tracking. lost or tricked. Cut for sign: Looking for signs of passage. as a final insult.
Make wolf meat: Leaving a dead man where he fell. Sodbuster: Settler.
Mountain Man & H u n t e r T e r ms
208
Steve Hunting (order #3510822)
2
. Long nails or digging too deep into another man’s pouch were discouraged. Carpetbaggers: Northerners rebuilding the South. Wampum: An Indian term for belts of small beads or shells that were used as money. Nester: Homesteader.
Skookum: An Indian word meaning good. a good omen. Sod house: Cabin built out of piled sod. Hydraulic mining: Redirecting a river against a hillside to tear up the terrain. it would not be accepted. Make meat: To hunt for and lay in a good store of meat. Firewater: Whiskey. Mossyhorn: An old longhorn. Usually a very good place to find game. Maverick: Unbranded or wild cattle. pointed dagger used mostly by river men and gamblers. Remember that a few carefully chosen words can be more effective than a long diatribe. Pinch: Literally. taken from the name of a Biblical character who drove fast and furiously. A Western drawl. Muleskinner: One who drives a mule team.
Road agent spin: Offering a pistol butt-first. Leaders: The lead horses in a team.
Games Mastering
Point rider: The cowboy in front of the herd. but there were large variations in the size of a pinch (hence the expression ‘how much can you raise in a pinch?’) Plasser: Gold on a riverbed or sandbar. Dry gulch: Ambush. Wheelers: The horses nearest the front of a stagecoach. Panning: Sifting dirt through a pan to find specks of gold.
Claim jumper: One who takes a claim belonging to another. sometimes it is called a “cradle” because of its resemblance to a baby’s cradle.
Stagecoach Terms
Jehu: A stagecoach driver. Colour: Signs of gold. but putting on any accent can be seen as a challenge by the players for them to put on worse ones. then spinning it around into firing position. more generally. named for their luggage.
Mining Terms
Bullwhacker: One who drives an oxen team. Poke: Leather bag to hold gold dust and nuggets.
Boot Hill: The graveyard in Dodge City. Buffalo lick: A natural saltlick used by buffalo and other game animals.

with bits of cover like barrels and horse troughs off to the side. Characters will also be able to use other tactics against enemies. The attackers have a very limited amount of ammunition. Alcohol might also be set alight.
•
•
•
•
•
•
•
•
•
•
•
209
Steve Hunting (order #3510822)
2
.
Range is the second factor – if the characters are far away from the enemy. then make their way up the hill to engage the enemy. but are outnumbered and cannot retreat or resupply. do not have every opponent attack at the same range. but no definite strongpoint. The Saloon: Lots of tables to be overturned for cover. The characters might hide behind a beam or stack of bales. Characters might burst into the kitchen of some poor widow. and needs medical attention soon. and be taken to the streets and houses of the townsfolk. their attackers are on the heights above. More attackers are coming. Difficult Situation: The gunfight takes place in the middle of a sandstorm/snowstorm/rainstorm/ high wind/billowing smoke. Those inside the house have the advantage of defence. or up to the attic of the barn. The place being defended is on fire or collapsing. Dangerous Situation: The whole area is unstable/ on fire/filled with scorpions/filled with unstable scorpions on fire. This is a place where there is plenty of small pieces of cover. Across the River: Characters are on one side of a river or other obstacle. Time Limit for Everyone: The dam is breaking and the area will be flooded. the fighting will be mostly with sidearms. The first factor in a shootout is the location. such as melee attacks. and be an easy target for shooting. Time Limit for the Defenders: One of the defenders is injured. bluffs and feints and so on. or construction site. The Games Master should attempt to plan when and where the characters will end up fighting the antagonists. The Barn: Or a livery stable. causing a fire. There is plenty of glass to shoot. darting behind barrels and jumping over rocks. The whole area is on fire. The Dry Gulch: The characters are at the bottom of a canyon or gully. A Third Party: A rival gang/vicious rattlesnake/ deranged mountain man is fighting against both sides. The attackers have to find a way into the house. the enemy is on the other. possibly causing minor injuries to those in the area of shattering glass. but given the unpredictability of players. but no clear strongpoints. he should be ready to improvise. Locations for a shootout include: • The Besieged House: The characters are all inside a house or other building. like a field of briars and
Sho o t o u t s
brambles. Up close. The third factor in a memorable shootout is the complication – what makes this gun battle unique. those inside have to keep watch over every possible entrance. and be much more frenetic. Main Street: A wide-open area in the centre. Running Battle Through Town: A gunfight might boil out of control. and their attackers are outside (or vice versa). Anyone trying to close the distance will be forced to move slowly through the obstacle. but holding the place in a siege is not an option. At midnight. Mix the ranges that the characters are engaged at. making fighting difficult. • The Rocky Plain: Plenty of small rocks to hide behind. The fight is made more complicated because there are multiple levels – characters could climb trees. but no completely safe locations – you want the players and their enemies to be scurrying around. or exchange shots with bandits from the cover of the candy store or funeral home. Complications might include: • Time Limit for the Attackers: The cavalry or some other relief is coming.A good shootout is the climax of many Western adventures. The characters have to find cover in the flat bottom. and ducking behind the bar is also an option. Force the players to adapt their tactics to each new situation. The dynamite will soon explode. and the fight will really come down to who has the best attack bonuses and luck. The location should offer plenty of cover. the characters’ claim on the land will become legal. then aimed shots with longarms are the order of the day. or forest.

and there was no law save what the common folk made for themselves.WesternAdventuring
aking one’s fortune out West was the primary reason why so many left the comparative safety of the settled states. By contrast. The hide was then pegged to the ground and left in the sun to dry. a new target would move into view after each shot. Millions of buffalo roamed the plains in the 1850s in gigantic herds. The main dangers during a buffalo hunt are stampedes or reprisals from local Indians. mink. Of course. The wiping out of the buffalo herds left the plains open to cattle grazing. fur trapping was the major economic activity of the Western lands. the demand back east exploded and buffalo hunting became an industry. muskrat. The trick was to keep the buffalo milling around in a rough circle instead of stampeding off. The traps for beavers were hidden underwater and baited with beaver musk. skinners would descend on the corpse with their knives and ‘peel’ the animal. allowing a hunter to keep firing again and again. Initially. hide and sinew for the native tribes. The buffalo was a vital source for meat. A buffalo hide sold for about $1. and so had to be tough and resourceful enough to deal with disease and wild animals like bears. Statistics for buffalo are on page XX. There was vast land and wealth to be won west of the Missouri River. later. A good hunter could kill up to a hundred buffalo a day. the buffalo were just hunted for meat or hide. Wealth brought thieves and bandits. this wealth had to be won at the expense of the frontier land and the native Indian. thus keeping the herd together and allowing him to count the whole herd as a single target (and thus get the attack bonus for a Colossal target). isolated from civilisation
Trapping & Buf f a l o H u n t i n g
American Fur Company Columbia Fur Company Missouri Fur Company Pacific Fur Company North West Company Hudson’s Bay Company Rocky Mountain Fur Company
F u r C o m p a n i es
210
Steve Hunting (order #3510822)
2
. ushering in the next phase of the west. Skinning a buffalo uses the Survival skill (DC 5). wolves or men. Louis. attention turned to the huge buffalo herds.50. and would sell for $5. most furs were gathered by the mountain men. others just rode up to the herd with rifles or shotguns blazing. When a buffalo was killed. Otter. he can work out how to shoot to keep the herd milling. Some used Sharps rifles with telescopic sights mounted on a tripod. fox and buffalo were also hunted for their hides. A trapper lived out in the wilderness. Initially. white buffalo hunters with firearms effectively wiped out the buffalo in a scant few years. Trappers working for the Hudson’s Bay or American Fur companies would head up the Missouri river into the mountains. As the fur trade diminished. The remainder of the animal was left to the buzzards and the flies.
Until gold was found and the Indian lands opened up to ranching and nesting. Other traps were hidden in underbrush along animal trails. white trappers who lived in isolated areas and intermarried with the native tribes (referred to as squaw men). or at the expense of blood and sweat. Beaver pelts were the most sought after. A character making a living through trapping uses the Craft (traps) skill to set snares.
M
Western Adventuring
and other people. but when it was discovered that buffalo hide make good machine belting. If a character makes a successful Handle Animal check (DC 15). but their hunts made no impact on the vast numbers of buffalo. Beaver pelts were taken down the mountain to trading posts established by the fur companies to be exchanged for money or goods brought from St. the fur companies traded with the Indians.

4. there is also an injured and angry wolf roaming the forest… The characters are being guided through the mountains by a mountain man. where they meet his wife – a squaw.
5. another group of miners could move in. Claim trading was common – if a miner did not want to put in the work needed to develop a claim. though. but his horse dies of exhaustion and he is lost in the wilderness. The characters are taken to the mountain man's cabin. and required much greater skill. and managed to break free.
Mining
1. He knows the land much better than the characters do and can stay one step ahead of them. or used directly as currency in wilder places.
7. lest he inquire into your past. the local mountain man blames the characters for breaking his trap and begins to harass them as they pass through his domain. Criminals could also salt an area with gold nuggets and then sell the claim on the salted earth. to profit your mule and provision business. the characters happen upon a broken trap. so miners had to sink long shafts to reach the metal. Thou shalt not tell false tales about good diggings in the mountains. Larger mechanical rockers processed much greater volumes of water than a hand-held pan could.
6. or whatsoever he did there.
211
Steve Hunting (order #3510822)
2
. a hostile Indian tribe lives nearby. an informal miner’s code dealt with disputes over claims. much of the gold gathered in the West was found in riverbeds. such as the Comstock lode in Nevada. and is he leading them into a trap? A dude comes West to hunt buffalo. Meanwhile. 3. and accidentally starts a stampede.•
T r a p p i n g & B u f f alo Hunting Adventure Seeds
While travelling in the mountains. The best trackers.
•
•
‘Mining’ is something of a misnomer. As early as 1848. If a company could be driven off. The mountain man has been alone much too long and is quite willing to murder the characters in revenge for breaking his property. Thou shalt not steal a pick or shovel or pan from a fellow miner. but there was little law and less enforcement for decades.
Commandments of the 49ers
Thou shalt have no other claim than one. Panning for gold involved filtering out the speck and fragments of precious metal out of silt-filled water. are the local Indians. According to rumour. nor borrow tools he cannot spare. Thou shalt not remember what your friends do at home on the Sabbath day. but they are none too happy with the mass slaughter of the buffalo. then the resulting milky liquid was panned for gold. As the loose gold became harder to find. This required little talent or specialised equipment. he could sell his share of a company onto another. He manages to ride off and stay ahead of the charging buffalo. 2. The characters must locate the lost dude and bring him back alive. Rivers were redirected to smash into cliff faces and hillsides to break up earth and rock. lest that remembrance compare unfavourably with what thou doest in your cabin. nor return them broken. A miner or mining company would stake out an area and defend it against claim jumpers trying to steal the area. the gold and silver was found deep underground. Gold nuggets and dust were gathered and exchanged for paper money or coinage in some regions. Thou shalt not go prospecting before your claim runs out. In other strikes. Thou shalt not make unto thyself a false claim. nor shall you jump one. more elaborate methods were used. This was more expensive and difficult than the panning of the Californian riverbeds. Ore-bearing quartz rocks were crushed and mixed with water. nor wash takings from his sluice’s mouth. Is their guide's loyalty to the tribe. However. It looks like a wolf was caught in a trap meant for a smaller animal such as a mink. Thou shalt not inquire into your neighbours name in the states.
8. Thou shalt not keep one or two squaws when a maiden pines for you in your old home. Claims could be registered.

nuggets or whatever else they can steal. foul air. Other animals were tethered to the back of the wagons. like the famous Mammoth Caverns. stone. Crossing the plains could take months. One by one. Some trains contained tens of wagons and hundreds of travellers. Miners underground are from risk of cave-ins.
Great wagon trains of settlers set out west along the Oregon or California trails throughout the middle of the 19th century. However.WesternAdventuring
•
A mining company starts up on a claim. usually drawn by oxen or mules. it was far from a safe or easy journey. Progress was relatively slow. The key to success on the Oregon Trail was ensuring that the train crossed the mountains before winter. but will not strike it rich. page XX. volcanic plains to Fort Boise. in each raid. north of the Great Salt Lake. where previous travellers had inscribed their names in the soft
Wa g o n T r a i n s & Settlers
212
Steve Hunting (order #3510822)
2
. They are willing to attack both the new miners on the claim and the last miner from the old company. The gold rush brought thousands West. For safety. The Oregon Trail followed the treacherous Snake River north across harsh. Raids from Indians were also not unknown. and merely waited until they all sold their shares to him before exploiting it. the wagons passed along a series of well-known landmarks such as Chimney Rock. A character involved in panning for gold need have no particular skills. goes to the saloon to celebrate – and dies of alcohol poisoning. gold dust. Following the course of the Platte river west. praising the virtues and fecundity of the far West. The miners fall through a shaft into the midst of the caves. After the first mountain crossing. Someone is assembling a great quantity of dynamite for some reason… A mine accidentally breaks through into a vast underground cavern complex. Early in the 19th century. the miners will have to pick their way through the caves to the surface.) Beyond the Platte. The last one decides to fraudulently salt the claim with gold and sell it on. or finding a fresh vein of gold. the trails divided at Fort Hall. walks back into town. the company that takes over strike it big. Now. Wagon trains sent scouts out to find water or buffalo to hunt. often no more than a dozen miles a day. although stealing valued mules was more common than all-out attack. accidental explosions and banditry – gold is easy to steal. Many settlers overloaded their wagons and had to abandon treasured possessions on the trail to avoid killing their oxen. although Spot. He draws a map marking the location of the vein. the thieves carry off the camp's supply of explosives in addition to money. Each train would contain a half-dozen or more wagons. the wagon train was normally arranged into a circle
M i n i n g Adventure Seeds
•
•
•
Gold or silver was tested for purity in town in an assayer’s office. and having plenty of American settlers there was considered desirable. cholera was a major killer on the trail. See the Miner Talent Tree. A gang of thieves raid a series of isolated mining camps. Quick wealth only comes with having shares of a company. many with poor supplies and even worse preparations for the hardship of the trail. Their attacks are not random. but finds nothing. ownership of the Oregon Territory was contested by both the United States and the British Empire. A deep vein miner needs Craft (mining) and Demolitions to dig into the hard rock. but was still used for decades due to the economic growth of the southwest. Climbing back out is impossible – to survive. (The routes were described in dozens of pamphlets and newspaper articles that exhorted pilgrims to go West. the other miners believe that the last one was hiding the strike all along. A classic seed – a grizzled old '49er prospecting up in the mountains discovers a rich vein of gold. when he sells it on. A character can make a living working for a large mining company. selling their shares onto those who remain. Both of the major trails started in Missouri. Search and Survival are usually necessary for success. Disease was a big danger. everyone in town is after the map. Courthouse Rock and Independence Rock. Now. then west to the almost impassable Cascade Range. the miners lose faith and leave the company. The California Trail became popular during the gold rush of ‘49. Even while the route was guarded by the US Cavalry. and blood is going to be shed. so most miners had to be ready to defend their claims with force of arms. the wagon trains had to wind their way through the Rocky Mountains. but an unusually hot spell could dry out a water hole and leave travellers both hungry and thirsty.

Encounters include buffalo hunts to replenish meat supplies. and follow it downstream. Hit the Humboldt River. A character travelling with a wagon train faces a series of challenges. Pass Chimney Rock. the last watering hole before the desert. The Black Rock Desert. follow it upstream to its source. the turn-off for the California Trail. (Mormon Trail) Reach Salt Lake City. Cross the Sierra Nevada. Enter Sioux territory. Cross into Indian Territory. Hit the Big Sandy Creek or Little Blue River. Rabbit Hole Wells. trading with Indians and fort commanders. arguments and clashes between settlers. Reach Lassen’s cut-off. accidents and injuries along the way. Joseph). Reach Thousand Springs Valley.Lansford Hastings’ The Emigrants Guide to Oregon and California. the settlers would build their first homes – log cabins if lumber was plentiful. 150 pounds of bacon.
213
Steve Hunting (order #3510822)
2
. The threat of Indians reappears.
When a wagon train arrived at its destination. due to the Shoshoni and Paiute tribes. but each unsuccessful encounter will wear away at the wagon train’s resources and resolve. The once-dangerous Pawnee have most been destroyed by predation from the Sioux and smallpox. Ford the north branch of the Platte and keep on following the river. Reach Lassen’s Ranch. Hit the Pit River and follow it downstream to the eastern edge of the mountains. or sod houses made of earth on the open plains. a single failure will not destroy the train. ten pounds of coffee. The terrain becomes progressively more desertlike. the company must choose whether or not to take the longer route south along the Mormon trail to Fort Bridger and Salt Lake City and re-supply. . Cross the Platte again at the Mormon ferry. The territory ahead is more difficult – a mountainous wilderness with no west-east river valleys to follow. Steep descent from the mountains. a short-cut established in 1849 that crosses the Black Rock desert. Day 0 7 18 24 29 34 38 44 50 51-70 71 Event/Encounters Departure from Independence. Missouri (or a nearby place such as Fort Leavenworth or St. depending on how fast the wagon train moved and weather conditions. thirsty crossings of dry deserts and fouled water. Reach Dry Sandy Stream. twenty pounds of sugar and ten pounds of salt. At this point. Pass through the mountains to South Pass.The dates of these events vary greatly. corralling the oxen or mules as well as any cattle brought for meat or milk along the trail. Those who detoured south to Salt Lake City will reach this point two weeks later. the junction with the trail from Salt Lake City. Cross the Warner Range of mountains. An overlander should have in his wagon two hundred pounds of flour. rivers to be forded. mountains to be climbed and routes to be navigated. the easternmost outpost of California. (Sublette’s Cutoff ) Reach Steeple Rocks. Meet the Platte river at Fort Kearny.
C a l i f o r n i a Trail Events
83 93 94 97 99 106 107 108 115 127 129 145 153
at night. or head straight west along Sublette’s Cut-Off. The land beyond becomes much more mountainous and difficult. (Sublette’s Cutoff ) Reach Raft River. Reach High Rock Canyon. Reach Fort Laramie. The tribes here are mostly peaceable Shawnee and Potawatomis.

When the wagon train runs into difficulty. and all the others would fall into place behind it. Often. then vanish back into the anonymity of the train next week. The animals were driven into a corral and held there until cutting out began. A traveller could confront the players with a problem to be solved one week. to ensure that each hand always had a fresh mount or a horse specialised in a particular task (cutting out. night herding. riding through huge clouds of dust and heat. There could be anything up to ten horses per cowboy. One of the children travelling with this new wagon recognises the characters' ally – he saw him murder a woman back in Philadephia. Then came the youngest of the cowboys on the trail. Cutting out is the process of separating the mature. there are always shortcuts and cut-offs that could get the train across the mountains much more quickly. Near the remuda came the herd of cattle. formed by the invisible hand of economics and circumstance. Point riders moved along near the lead steer. Without his help. so cooks had a great deal of influence and privilege on the trail. such as an ornate cabinet or other pieces of furniture. driven by the cook and carrying supplies and food for the cowboys. the railroad was winding out from the coast to the interior of the continent. More and more. A classic cattle drive began with the roundup. as the cattle were gathered from all over the ranch. The trail-driving days lasted until barbed wire and smaller farms tied down the open range towards the end of the century. The cowboys drive the assembled adult cattle before them. a lead steer was put at the head of the herd – this was generally the biggest and meanest animal in the herd. the train overtakes and incorporates another wagon. While there are distinct trails to be followed. a man who is notably stronger and more skilled than the rest. the drive proper can begin. Having a strong lead steer gives a +1 to +3 bonus to Handle Animal checks when trying to change the direction of the whole herd. before winter descends on the caravan. where they were loaded onto trains and brought to the stockyards and slaughterhouses of the north. the worst job went to the tail or drag riders. drive them out and rope them. these items have to be abandoned along the trail. They must scout it for hidden dangers and see for sure if it leads through the mountains as quickly as they can. looking for watering holes and campsites. the lead cowboy on the drive. Steers could be bought for about $5 in Texas and sold for $30 or more at the end of a drive. find the calves. they are forced to rely on the skills of one of the settlers. the wagon train would have been destroyed or lost several times. hidden in a secret cache. Wilder animals would have to be chased down and caught with lassos. To help keep the herd in order. The horse wrangler was responsible for the remuda. Cowboys would ride into the herd. the same lead steer would be used on several trail drives. Could the child's testimony be true.
W a g o n T rain Adventure Seeds
•
•
•
The cattle drives were inevitable in retrospect. A traveller with the train claims to know a shortcut across the mountains into Oregon. calves were then returned to the range. the horse herd accompanying the drive. Cattle without a brand could be claimed by anyone (unbranded animals are known as mavericks). also heading West. and the fighting armies of the Civil War needed food. A good cook was always hard to find. and how do the characters deal with a serial killer in the wagon train? More generally. the horse wrangler. the concept of the wagon train allows the Games Master to introduce almost any non player character for a session. moved a few miles ahead of the herd. Debates over the correct route West runs rampant on most trains. A wealthy settler heading out West brings several expensive heirlooms with her. then herded north to the railhead. The characters are hired to go out into the desert and retrieve the hidden valuables. the cities of the east were growing quickly. Cattle grazed the western lands newly cleared of buffalo herds. while swing and flank riders kept the column together. ready-for-market cattle from the young calves. The characters are sent to investigate this supposed cut-off.
Ca t t l e D r i v e s
214
Steve Hunting (order #3510822)
2
. Behind him came the chuckwagon. Once cutting out is completed. fast riding and so on). who had to ride along behind the herd. Then. Finally. The trail boss. Cattle were gathered on the ranches and ranges of the south. Unbranded calves would be dragged off to be marked with the ranch’s symbol. forming the herd into a rough wedge or column.WesternAdventuring
•
The characters are accompanying a wagon train through difficult terrain. and support for the route is growing among the settlers.

dance halls – and with all those armed drunken cowboys around. it was announced that cattle drives would not longer be welcome there. The town also employed a marshal. The Forgery skill can be used to alter a brand. In 1872. using a Handle Animal or Intimidate check at DC 5 + 1d20. which was later applied to any drinking or gambling house shipped by rail). Mining towns exploded in California or Colorado. some cowboys would be assigned to be the night watch. flash floods. Indian attacks and – especially – a stampede (see Animals.
these. grass for cattle – and places for the cowboys to spend their money. lasting from 1867 to 1871. ten saloons. In each case. Wyatt Earp in Wichita. places to spend it appeared there almost instantly. as payment for the Indians not attacking the drive. Using a special iron called a running iron gives a +5 equipment bonus to the Forgery check. saloons. casinos. Ghost towns littered the west. he causes a stampede. marking places that never made it. A ‘cowtown’ was a small town with a railroad. A lack of water was also dangerous – while a man or a horse could survive for a few days without water. to keep the peace. the funeral parlours and gravediggers had a large share of the trade too. Dodge City grew up to service buffalo hunters. Other cowtowns took over from Abilene – Ellworth. cattle were much more vulnerable to death by thirst – double the damage caused by dehydration for cattle. These animals were often given to Indians along the way. Despite Smith’s banning of guns in town. The DC for the Forgery check is therefore at least DC 10.
At the end of a cattle drive. it is tied up (Use Rope check opposed by the calf ’s Dexterity). sin and money to town. The main dangers faced on a drive were rustlers. Once the calf is separated from the herd.Firstly. Different ranchers used symbols that were as different as possible. Rustling was almost an accepted part of the trail. using a Ride check opposed by the calf ’s Dexterity. the wild cowboys brought violence. A herd could travel up to fifteen miles a day. A boomtown could grow from nothing to a sprawling. whorehouses. keeping the cattle settled and watching for rustlers. then it could be claimed as a maverick. Abilene’s reputation for violence continued to grow. if a steer wandered off from the main herd of another drive. See Page XX for notes and rules on designing a western town. It changed from a town of a dozen log huts near Fort Riley in 1866 into a town with ten boarding houses. the cowboys would bring their cattle into town. to make one calf appear to be the property of another ranch. Wichita and Hays City. were disassembled and shipped by rail from Abilene (giving rise to the expression. chaos. Stores. chaotic town in a few months. but possession of a running iron is illegal. like the Drover’s Cottage. when wealth appeared. The Drover’s Cottage was the first and most famous of
Cowt o w n s a n d Boo m t o w n s
215
Steve Hunting (order #3510822)
2
. Cowtowns were a subset of the so-called boomtowns. but it could still take up to three months to move from the ranch to the railhead. but also to the result of the seasonal skill check (note that this second modifier is applied after the skill check is made – being in a boomtown does not help a business directly. Page XX). If this check is failed by more than 10. He must then drive it out of the herd.
C u tting Out
Often. and can go as high as DC 30. Tom Smith. the unsavoury extensions to town were referred to as the Devil’s Addition. the cowboy must locate a calf and chase it down. further Grapple or opposed Strength checks are needed to drag a calf up to the branding fire. ‘Hell on Wheels’. Applying a branding iron does not require any check. It also acquired plenty of trouble. to make such rustling difficult. Some of the most famous marshals were employed to keep the towns under control – Whitney in Ellsworth. it must be brought to the ground using a lasso or ‘bulldogging’ (Grappling). but does make it more profitable if run correctly). A failed Forgery check means that the brand is blotched and has obviously been altered. music-halls. but the result of a Handle Animal check can be used to determine how neat and legible a particular brand is. barbershops. Wild Bill Hickok in Hays. five general stores and four hotels in 1870.
B randing
At night. Finally. then vanish again when the boom went bust. the cattle would be loaded into railcars and the cowboys would be paid. Running a business in a boomtown is both unusually dangerous and unusually profitable – apply a +5 bonus to the roll for Complications. opera houses. Whole buildings. Abilene was the first of the cowtowns.

He has deliberately set up farmhouses and fences along the trail route that force the characters to bring their cattle along more dangerous terrain. and do they attack the other herd to stampede it? Clashes between cowboys and settlers were common. many problems could be solved with rough justice. the nearest law was several days ride away.
B o o m t o wn Adventure Seeds
Law is a product of civilisation. Do the characters knuckle under and risk their herd. For larger problems.
T r a i l D r i ving Adventure Seeds
•
•
•
To be honest. if they accept. everyone knew everyone else and social pressure was strong. so he asks the characters to help him sort out his problems. The characters receive word that a fort. just mentioning a famous marshal can encourage some players to misbehave.WesternAdventuring
•
Two ranches border on each other. Often.
The Law
Fortunately for most communities. a marshal or judge could be summoned from another city. just having a group of player characters walk into town with money in their pockets will get them into plenty of trouble. A badly chosen word or minor argument can result in brawling or even a gunfight – and once the characters have made enemies in town. The only explanation is that someone is trying to make others believe that the characters are rustlers. Even experienced characters can get into trouble in the bar – for example. but crimes committed out on the range were often solved and justice dispatched out on the range also. they risk meeting their puritan contact while drunk. over mountains and prairies that have never been crossed by cattle before. the miner will be furious with them. One tenderfoot who asked for the wrong drink was physically dragged on an epic saloon crawl around town by a gang of angry cowboys. and no established cattle trail. their revenge can be an adventure in itself. The characters are cowboys employed by one ranch on the cattle drive. There is no railroad there. If the characters refuse. Characters could try their hand (and lose) against Bat Masterson or Wyatt Earp… Refusing a drink could be a deadly insult. and in small towns. Even the most mundane activities in a boomtown offer the chance for adventure. If one ranch does not get its cattle to market. Similarly. hotel or newspaper) and immediately runs into trouble with local toughs or rival companies. Along the trail. barbed wire and enclosed land were hated by the freespirited ranchers. mining camp or other isolated settlement is in dire need of meat. they put their own lawmen and marshals in place. and the characters will be accused of rustling and lynched unless they get rid of the branded steers and find out who is framing them. one of the characters notices a steer in their own herd that seems to bear the brand of another ranch. An old friend of the characters opens a business (such as a saloon. the characters walk into a bar ahead of an important meeting with a teetotal puritan. the characters encounter a rich landowner who despises the wild cowboys. They discover that the rival ranch is driving its beef steers north at the same time along the same trail. Petty theft was rare. or cross the landowner's holdings and risk battle with his farmhands. If the steer had been rustled and added to the other herd. but it has been left in the characters' herd. By daylight. Rustling was a common problem. they can see that the brand was altered to match the other herd. so communities had to deal with their own problems. If the characters could drive a herd of steers through the wilderness.
216
Steve Hunting (order #3510822)
2
. As Western communities grew from a handful of rude cabins into thriving towns. The trail ends in three days. confidence tricks and other minor crimes faced the disapproval of the community. and both are dependant on the success of this season's drive to survive. then the owners will be bankrupt and the other ranch can take its territory. determined to show him how to drink in the West. The influence of eastern law and order was limited to the presence of the US Army in forts and billets across the land. then they could sell their beef at a huge profit. The trick is getting there. One night. that would make sense. Anything goes in these wild towns. overcharging. How do the characters defend their herd from saboteurs and rustlers. and an old cowpuncher or miner tells them to have a drink on him of the bar’s most lethal firewater.

the townsfolk appointed their own marshal or sheriff. the character falls unconscious. Once the first check is failed. Many settlers had a surprisingly good grasp of legal jargon and trivia. For example. out in the badlands. In the second round after the check is failed. Keeping the peace without resorting to firearms can be a big challenge for characters. Going to get the local marshal can also be an adventure – especially if the criminals are between the characters and the nearest civilisation. A sheriff could choose deputies to aid him. others by whatever persons or companies the criminals had wronged. especially in cases where there is no obvious 'right' answer. A bounty usually begins at $50 to $100 dollars. and let them sort out the details. Holding up trains and stagecoaches is a western cliché. but criminals with a high Reputation can carry a far higher price. Supporting a character’s legs by force alone requires a Strength check each round. A town built on the edge of a reservation or Indian territory would face clashes between the dispossessed Indians and the settlers from the east. or they will send out a posse and deal with the murderer themselves. Dead or Alive
Characters can also play on the other side of the law.
Bounties were often placed on the heads of especially wanted criminals. A band of outlaws with fast horses and a knowledge of the terrain could ambush a stagecoach as it travelled. the DC for this check increases by +1 each round.A character being lynched can survive for a number of rounds equal to half his Constitution score (being strangled by the full weight of one’s own body is more damaging than simply being throttled). or a large rancher with a number of armed cowboys in employ. Once this time has elapsed. A sheriff ’s office and town jail were hallmarks of a community with an established justice system. Black Bart. only the larger towns had a courthouse and a permanent judge.000 Jesse James: $10. is it really a crime?
T h e L a w Adventure Seeds
•
•
As a town grew. The cowtowns and boomtowns were especially needful of a strong hand to keep the peace. The family of the murdered farmhand demand that the characters ride out and arrest the killer. Court was often relatively informal. The Pinkerton detective agency was founded in 1850. the DC for this Strength check begins at DC 5. Some of these bounties were put up by the state. was known as the ‘Po8’ for his habit of leaving bad poems when he robbed a
Outlaws & Rustlers
217
Steve Hunting (order #3510822)
2
. and was heavily involved in intelligence gathering for the Union during the civil war. or a famed law dog was brought in from elsewhere.
L ynching
•
Adventures centring around law enforcement are easy to set up – just give the characters a crime to solve or a troublemaker to bring in. the character dies. Billy the Kid: $500 Frank James: $15. If the characters going to fetch the marshal are shot dead in the desert and no one ever finds their bones. An isolated village might be at the mercy of a railroad crew trying to drive the rails through their farmland. A respected and capable man was selected from among the townsfolk. The stagecoach and the train were vulnerable to attack as they crossed the wilderness between towns. in the third round. stealing the strongbox and the valuables of the passengers. Pinkerton agents rode shotgun on stagecoaches and railroads as well as hunting down wanted criminals that could not be captured by local law enforcement. the character is dying. An overflowing Boot Hill (graveyard. After the war. but one well grounded in history. the character must make a Fortitude save (DC 10) each round. The drifter is seen again a few days later. Hearings were more often held in church halls or even saloons. but increases by +1 each round. a dangerous drifter shoots a farmhand after an argument. originally named after the one in Dodge City) and hanging tree spoke of one where the gun held sway. The Pinkertons pioneered the use of photographs and other detection methods in the West to catch criminals.000
Wanted. One famed thief.

The character is in no shape to identify his rescuer – who would rescue a common thief.WesternAdventuring
•
The characters discover that a bank vault in San Francisco was designed by a man who has since succumbed to the vices of drink. looking for a good hiding place. and armed soldiers were never far away. some rail companies passed out guns to the passengers to blast away at robbers. Drawn by teams of horses. most banks employed a guard or two. waiting to protect the cargo on the next section of its journey. A stagecoach carrying a rich cargo is soon to pass through the characters' territory. Robbing a train required stopping it or getting on board – an especially skilled rider could leap from a galloping horse onto a moving train. Player character outlaws should be put up against such difficult odds. they will have gotten away with the treasure. the stagecoach was the primary means of travel and communication between east and west. Just before he chokes to death in the noose. stagecoaches rocketed across the deserts and the plains. although richer passengers often had their own luxurious private cars. employing nearly five percent of the population. Before the rise of the railroad. A trio of famous gunfighters will be riding shotgun to protect the stage. and hung from a tree. gold dust and other valuables. The best way to run a rustling game is to draw a map of an area. by damaging the rails. or by falsifying signals. Bank robberies required the thieves to ride into town. the coach would stop at a waystation to change horses and give the passengers on board a break. they can find out if there are any weaknesses or hidden ways into the vault.
Railroads & St a g e c o a c h e s
The West was a violent place. Robbing a train was a far more lucrative. A rustler player character is caught by a posse of cowboys. At the head of the train. behind the locomotive.
O u t l a w s & R ustlers Adventure Ideas
•
•
stagecoach. finding buyers for their stolen cattle. If the characters can track down the designer. and more hazardous prospect. arrange distractions for the sheriff. who hope that by the time the cavalry kill the player characters. in the 1880s. he is cut down by a shadowy figure. and why? Irish and Chinese workers employed by the Central Pacific and Union Pacific laid miles of track every day as the first transcontinental railroad crossed the continent. speeds increased to 40 miles per hour or more). was the express car containing the train’s safe – the main target of would-be train robbers. To dissuade attack. but are still dangerous – rustlers were lynched without trial out on the range.
Railroads were astonishingly successful in the West. Most engines pulled about thirty cars in their train. but many towns were wilder than the wilderness. and a detachment of cavalry is rumoured to be nearby. In addition to the town sheriff and peace officers. A train travelled at around 25 miles per hour (although later. or perhaps even opium. The safe contained money. especially if they suspected trouble was in the offing. so they must carefully plan their raids. and that the cavalry are coming to get them. In addition to the guards in the mail car. populate it with a few ranches. Games centring on rustling will involve less gunplay than bank robberies. All they need to do find one drunk out of the thousands wandering San Francisco's docks and saloons. riding shotgun alongside the driver. get the guards drunk and so on. but numerous other wars took place during the 19th century. running into town guns blazing will get them killed. not to mention an expressman security guard. or ambushed by putting a barricade on the track or damaging the rails ahead of it. Sleeper cars for passengers were common. It was completed in 1869. and fleeing from vengeful cowboys. and let the characters run around freely. but more commonly a train could be attacked when it was stopped at a station or to take on water and fuel. Trains were robbed when they stopped for water or at a station. Every twelve miles. that they are being blamed for the theft. a mix of passenger cars and cargo. They quickly outstripped every other form of transport and were a major part of the American economy by the end of the century. stake out the bank. scouting the ranches. It would be utter suicide to try to steal that cargo… then the characters find out that the stagecoach vanished.
War
218
Steve Hunting (order #3510822)
2
. The major American conflict of the era was of course the Civil War. a stagecoach normally had a guard. The stagecoach has been stolen by the gunfighters guarding it.

Bridges could collapse. The games were poker. but quickly transforming themselves into luxurious and fanciful pleasure palaces. As the weeks drag on. Scouts were much in demand. If the characters take the weapons. whose hands will they fall into? Deserters fleeing the army often travelled west. there is no sign of attack. A group of them take up residence in an abandoned ranch house. The characters have to work together. and hires the characters to drive the deserters off so he can claim his inheritance. Where else might a gunslinger running from his past. beginning as rough tents. though. an earnest young doctor out to help the sick and infirm. The characters are asked to tell the soldiers to move on – but what if the army is sent home. fiery young woman searching for her lost beau all meet up? All the characters are travelling in the same stagecoach or railcar when some disaster happens. The driver is slumped over the reins. The son of the former rancher arrives in town. These wars are more suitable for adventuring. the whole train stays together. the United States fought with Mexico over the status of Texas in 1845. the victim of some slow disease that finally claimed him.•
R a i l r o a d & S t a g e coach Adventure Seeds
Both modes of transport are ideal ways to kick off a campaign involving disparate player characters. Every dirty trick and tactic was used to win the rail race. The wagon is loaded down with boxes and boxes of ammunition and rifles. but the rest of the train stays jammed in the rocks above. By some miracle. the wars can provide excellent background for characters. faro and roulette. and the Indians attack when the area is defenceless? The characters come upon a wagon in the middle of the trail. and nearly went to war over California around the same time. In the south. although almost anything could be gambled on. The driver was clearly smuggling weapons. gambling houses were often built into railcars and travelled from place to place). To further complicate matters. a miner who wasted his hard-earned money and is now looking for work and a beautiful. and so become friends. Only one rail company could therefore use each route. preying on the
Gambling
219
Steve Hunting (order #3510822)
2
. they may be accused of stealing them. Texas had fought its own war for independence from Mexico a decade earlier. Some ran their own games in the gambling halls. the United States clashed with the British Empire. or a shoddily constructed rail might buckle and bend. meaning their tracks were incompatible with each other. to lead companies of cavalry or infantry up into the hiding places of the Indians. Others drifted from game to game.
The fever for gambling in the West was as strong as that for gold or land. By the way. there were a hundred and fifty professional gamblers in town. The Indian wars drove the native tribes off their old territories and hunting grounds. They are searching for a band of Indians. so the first to make it to a particular town or pass would have a significant advantage. hiring a table from the owner for a day. While determining the course of such a war or participating in a pitched battle is somewhat outside the scope of this book. but if they leave them. who intelligence suggests will soon raid this area. such as the vehicle being attacked or a gunfight breaking out on board. a recently freed slave. rescuing the survivors and retrieving important documents from the express car. from Indian tribes to competing stagecoach companies.
•
•
A detachment of soldiers come to the area where the characters are currently employed. they started gambling it. from shooting matches to jumping grasshoppers. The characters must climb down through the carriages that are hanging vertically into the chasm. the locomotive is on fire and there is a crate of dynamite somewhere in the first five cars… The construction of the railroads was opposed by many. Imagine a train that is partially derailed high above a canyon – the locomotive and a few cars run over the edge. Gambling saloons sprang up wherever there was money (as the railroads spread. Gambling was a huge industry – in Dodge City at its height. probably stolen from an army fort. and off-duty soldiers are causing more and more trouble.
•
Speaking of disasters – a train offers the chance to run a classic disaster scenario in a western setting. different railroad companies used different rail gauges. forcing them onto the reservations and opening up new land for white settlement. as they were composed mainly of long-running guerrilla campaigns and small skirmishes.
W a r A d venture Seeds
•
•
In 1812. As soon as men started making money.

Curious gambling games can be used for scenarios.
Faro
•
A big-stakes game can create trouble before anyone even gets near the table – all those gamblers carrying all that money in easily-stealable bags are prime targets for thieves and outlaws. concealed pistols and knives were the order of the day for solving disputes. Faro cards were drawn from special boxes. If neither card was the chosen card. hence the game was also known as bucking the tiger. and female gamblers were counted among the best. The faro dealer could. an eccentric Russian duke bets the characters' employer that a band of Indians can easily beat a team of cowboys in a race through a section of badlands. If the chosen card was the second card. One of the apparently peaceful Creek Indians hired to lose the race may be an angry and vengeful Apache in disguise – and now the characters have to take part in the race for the honour of their employer. the player could bet again. so the player could see what cards were left in the deck and attempt to calculate what was likely to come up. most gamblers were less than heroic when it came to defending themselves – if an opponent did not lose gracefully.WesternAdventuring
The game of faro was believed to be fairer and less corrupt than poker. the player lost.
220
Steve Hunting (order #3510822)
2
. However. For example. for their part. the player won. and the gambler bet whether or not a specific card would come up. The characters then find that the team hired by their employer to compete against the Indians have all been killed by a single assailant armed with a tomahawk. cheat and arrange cards so the players lost. with Sleight of Hand. They were also comparative chivalrous towards women. Characters hired to provide security for a tournament might have to deal with half-a-dozen different gangs of robbers or scam artists.
G a m b l i ng Adventure Seeds
•
unfortunate amateur gamblers who were expected to bet high and lose big. usually decorated with a picture of a tiger. Drawn cards were placed face-up on the table. The rules were simple – the faro dealer drew cards in pairs. If the chosen card was the first card of the pair drawn. Professional gamblers. were quite popular figures – ‘the knights of the green table’ as one writer put it – and often played on this reputation by giving large sums to charities or the unfortunate.

Swim Climb. Spot Ability Score Impaired Dexterity when manipulating Strength Dexterity when moving Con Actions Impaired Ranged Attacks Melee Attacks All Attacks Movement. Sleight of Hand. 20 An uneven surface with just a few narrow handholds and footholds. An un-knotted rope. Jump. A knotted rope with a wall to brace against. A knotted rope. it is almost too incredible to consider. (I’ll let you take my horse so you can warn the fort. wide 10 Uneven or angled 10 2–6 in. so now I can go back to town?) The bluff is way out there. +5* Surface is slippery (increases normal DC by 5). Craft. Repair. there’s a war party of Cheyenne down the trail? I’ll take the left fork instead). Jump. Sleight of Hand Climb. Drive. mechanical men?) Modifier –5 +0
+5
+10
+20
Climb Checks
DC 0 5 10 Example Wall or Surface or Task A slope too steep to walk up. vertical surface cannot be climbed. Craft. add +10 if it is both slippery and angled. Modifiers Condition –10* Climbing inside a chimney or other location where one can brace against two opposite walls (reduces normal DC by 10). 25 A rough surface with no real handholds or footholds. Swim. Drive. Disable Device. — A perfectly smooth. Drive.
227
Steve Hunting (order #3510822)
2
. Craft. Swim Listen. 10
Bluff Checks
Sense Motive Example Circumstances The target wants to believe the character (I knew there was gold in those hills). Demolitions. The bluff is a little hard to believe or puts the target at some kind of risk. 25 Overhang or ceiling with handholds but no footholds. such as a brick wall. but only if you swear to come back with it right after. A rope with a wall to brace against. (Whadya mean. A surface with sizable ledges to hold on to and stand on. *These modifiers are cumulative. Ride. Tumble Climb.Location Impairment Effects
Location Hand Arm Shoulder Leg Stomach Chest Head Skills Impaired Climb. wide 15 Slippery surface 10 Less than 2 in. Swim Climb.) The bluff is hard to believe or entails a large risk for the target (They hung someone else for the robbery. Defence Value All
Balance Check DCs
Narrow Surface DC* Difficult Surface DC 7–12 in. Move Silently. 20 Damaging surface +5 wide *Add +5 to the DC if the narrow surface is slippery or angled. Drive. Swim Balance. –5* Climbing a corner where a character can brace against perpendicular walls (reduces normal DC by 5). Pulling yourself up when dangling by your hands. 15 Any surface with adequate handholds and footholds (natural or artificial). such as a rough natural rock surface or a tree. such as a coarse masonry wall or a sheer cliff face with a few crevices and small toeholds. such as a rugged cliff face. or a chain-link fence. The bluff is believable and does not affect the target much one way or the other (so. use any that apply. flat.

Avoid getting lost and avoid natural hazards such as alkali flats. Move up to half the character’s overland speed while hunting and foraging (no food or water supplies needed).Search (Int)
DC 10 20 25+ Task Ransack an area to find a certain object. Armour Penalty
231
Steve Hunting (order #3510822)
2
. or gain a +4 circumstance bonus if stationary.
Survival (Wis)
DC 10 Task Get along in the wild. Notice a typical secret compartment. notice an extremely obscure clue.
15
18
Gain a +2 circumstance bonus on Fortitude saves against severe weather while moving up to half the character’s overland speed. a simple trap. The character can provide food and water for one other person for every 2 points by which the character’s check result exceeds 10.
Treat Injury (Wis)
Bleed Before Stem Bleeding Bleed After None None 1/round 1/day 2/round 1/hour 4/round 1/minute Tumble (Dex) Trained Only. Find a complex or well-hidden secret compartment or trap. or an obscure clue. prairie fires and so on. The character may grant the same bonus to one other character for every 1 point by which the character’s check result exceeds 15.

mark. title and interest in and to that Product Identity. and You must add the title. John Tynes. personalities. transmit or otherwise distribute. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute. and JD Wiker. dialogue. Identiﬁcation: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. Inc.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying. Use of Product Identity: You agree not to Use any Product Identity.Representation of Authority to Contribute: If You are contributing original material as Open Game Content. the copyright date. or graphic designs. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. Skip Williams. Deﬁnitions: (a)’Contributors’ means the copyright and/or trademark owners who have contributed Open Game Content. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another.OPEN GAME LICENSE Version 1. teams. transformed or adapted. royalty-free. Charles Ryan. language. artwork. format. judicial order. (b)’Derivative Material’ means copyrighted material including derivative works and translations (including into other computer languages). 11. incidents. Modern System Reference Document Copyright 2002. All Rights Reserved. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. COPYRIGHT NOTICE Open Game License v 1. 1. 12. 7. creatures characters. (h) ‘You’ or ‘Your’ means the licensee in terms of this agreement. Jeff Grubb. Peter Adkison. (d)’Open Game Content’ means the game mechanic and includes the methods. upgrade. Grant and Consideration: In consideration for agreeing to use this License. equipment. artifacts. locations. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. correction. environments. likenesses. spells. You may use any authorised version of this License to copy. the Contributors grant You a perpetual. modiﬁcation. the Open Game Content. creatures. stories. designs. symbols. independent Agreement with the owner of such Trademark or Registered Trademark. storylines. enchantments. symbols. 14. Bruce R. depictions. No terms may be added to or subtracted from this License except as described by the License itself. 2. OGL Wild West is Copyright 2004. Monte Cook. thematic elements. Andy Collins.0a The following text is the property of Wizards of the Coast. Updating the License: Wizards or its designated Agents may publish updated versions of this License. names and descriptions of characters. license. but speciﬁcally excludes Product Identity. All sublicenses shall survive the termination of this License. plots. including as an indication as to compatibility. 9. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. or governmental regulation then You may not Use any Open Game Material so affected. potation. Richard Baker. independent Agreement with the owner of each element of that Product Identity. concepts. extension. Inc (‘Wizards’). copy. magical or supernatural abilities or effects. (e) ‘Product Identity’ means product and product line names.. Inc. processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identiﬁed as Open Game Content by the Contributor. Inc. The owner of any Product Identity used in Open Game Content shall retain all rights. Wizards of the Coast.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. improvement. addition. including translations and derivative works under copyright law. (c) ‘Distribute’ means to reproduce. modify and distribute any Open Game Content originally distributed under any version of this License. and any other trademark or registered trademark clearly identiﬁed as Product identity by the owner of the Product Identity. 4. worldwide. Authors Bill Slavicsek. photographic and other visual or audio representations. non-exclusive license with the exact terms of this License to Use. lease. motto. Wizards of the Coast. publicly display. You must afﬁx such a notice to any Open Game Content that you Use. Mongoose Publishing Limited. ‘Used’ or ‘Using’ means to use. sell. 10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. sign. places. broadcast. 15. except as expressly licensed in another. 3. logos and identifying marks including trade dress.
Index
240
Steve Hunting (order #3510822)
2
. modify. and is Copyright 2000 Wizards of the Coast. abridgment or other form in which an existing work may be recast. Distribute. poses. themes and graphic. names. Cordell. 13. Reformation: If any provision of this License is held to be unenforceable. such provision shall be reformed only to the extent necessary to make it enforceable. Rich Redman. logos. 8. rent. 6. (f) ‘Trademark’ means the logos. 5. and which speciﬁcally excludes the Open Game Content. procedures. modifying or distributing. You represent that Your Contributions are Your original
creation and/or You have sufﬁcient rights to grant the rights conveyed by this License. translate and otherwise create Derivative Material of Open Game Content. compilation. No other terms or conditions may be applied to any Open Game Content distributed using this License. edit. based on material by Jonathan Tweet. designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) ‘Use’. and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. likenesses and special abilities.0a Copyright 2000. and means any work covered by this License. personas. formats.